Merge branch 'zesterer/small-fixes' into 'master'

Performance Improvements

See merge request veloren/veloren!3481
This commit is contained in:
Joshua Barretto 2022-07-16 15:17:16 +00:00
commit 7e27d33632
9 changed files with 96 additions and 47 deletions

View File

@ -99,7 +99,11 @@ void main() {
float jump = max(min(deltas.x, deltas.y) * scale, PLANCK);
t += jump;
if (t >= 64.0) { break; }
#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
if (t >= 64.0) { break; }
#else
if (t >= 16.0) { break; }
#endif
rpos = rorigin + adjusted_dir * t;

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@ -92,9 +92,9 @@ void main() {
// vec3 f_col = f_col_light.rgb;
// float f_ao = f_col_light.a;
float f_ao, f_glow, f_ao_unused;
float f_ao;
uint material = 0xFFu;
vec3 f_col = greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow, f_ao_unused, material);
vec3 f_col = greedy_extract_col_light_figure(t_col_light, s_col_light, f_uv_pos, f_ao, material);
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1);

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@ -620,8 +620,11 @@ vec3 compute_attenuation_point(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_a
//}
//#endif
vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out uint f_attr) {
vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out uint f_attr, out float f_sky_exposure) {
// TODO: Figure out how to use `texture` and modulation to avoid needing to do manual filtering
// TODO: Use `texture` instead
//vec2 light = texture(t_col_light, f_uv_pos).xy / 31;
uvec4 tex_00 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 0), 0) * 255);
uvec4 tex_10 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 0), 0) * 255);
uvec4 tex_01 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 1), 0) * 255);
@ -633,8 +636,6 @@ vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, v
vec3 light_0 = mix(light_00, light_01, fract(f_uv_pos.y));
vec3 light_1 = mix(light_10, light_11, fract(f_uv_pos.y));
vec3 light = mix(light_0, light_1, fract(f_uv_pos.x));
// TODO: Use `texture` instead
//vec2 light = texture(t_col_light, f_uv_pos).xy / 31;
vec3 f_col = vec3(
float(((tex_00.r & 0x7u) << 1u) | (tex_00.b & 0xF0u)),
@ -644,14 +645,26 @@ vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, v
f_ao = light.z;
f_light = light.x / 31.0;
f_sky_exposure = light.x / 31.0 + (1.0 - f_ao) * 0.5;
f_glow = light.y / 31.0;
f_attr = tex_00.g >> 3u;
return srgb_to_linear(f_col);
}
vec3 greedy_extract_col_light_glow(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_ao, out float f_glow) {
uint f_attr;
return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_ao, f_attr);
vec3 greedy_extract_col_light_terrain(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out float f_sky_exposure) {
float _f_attr;
return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_ao, _f_attr, f_sky_exposure);
}
vec3 greedy_extract_col_light_sprite(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light) {
float _f_sky_exposure, _f_light, _f_glow, _f_ao;
uint _f_attr;
return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, _f_glow, _f_ao, _f_attr, _f_sky_exposure);
}
vec3 greedy_extract_col_light_figure(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out uint f_attr) {
float _f_sky_exposure, _f_light, _f_glow, _f_ao;
return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, _f_glow, _f_ao, f_attr, _f_sky_exposure);
}
#endif

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@ -40,8 +40,8 @@ layout(location = 0) out vec4 tgt_color;
const float FADE_DIST = 32.0;
void main() {
float f_ao, f_glow, f_ao_unused;
vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_ao, f_ao_unused, f_glow);
float f_ao;
vec3 f_col = greedy_extract_col_light_sprite(t_col_light, s_col_light, f_uv_pos, f_ao);
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1);

View File

@ -84,8 +84,8 @@ void main() {
vec2 f_uv_pos = f_uv_pos + atlas_offs.xy;
// vec4 f_col_light = textureProj(t_col_light, vec3(f_uv_pos + 0.5, textureSize(t_col_light, 0)));//(f_uv_pos/* + 0.5*/) / texSize);
// float f_light = textureProj(t_col_light, vec3(f_uv_pos + 0.5, textureSize(t_col_light, 0))).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0;
float f_light, f_glow, f_ao;
vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_light, f_ao, f_glow);
float f_light, f_glow, f_ao, f_sky_exposure;
vec3 f_col = greedy_extract_col_light_terrain(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_ao, f_sky_exposure);
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_light), 1);
@ -244,13 +244,30 @@ void main() {
drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
if (rain_occlusion_at(f_pos.xyz + vec3(0, 0, 0.25)) > 0.5) {
#ifdef EXPERIMENTAL_WETNESS
float puddle = clamp((noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.03) - 0.5) * 20.0, 0.0, 1.0) * min(rain_density * 10.0, 1.0);
#else
const float puddle = 1.0;
#endif
#ifdef EXPERIMENTAL_WETNESS
float puddle = clamp((noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.03) - 0.5) * 20.0, 0.0, 1.0)
* min(rain_density * 10.0, 1.0)
* clamp((f_sky_exposure - 0.9) * 50.0, 0.0, 1.0);
#else
const float puddle = 1.0;
#endif
#ifdef EXPERIMENTAL_WETNESS
if (puddle > 0.0) {
float h = (noise_2d((f_pos.xy + focus_off.xy) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
+ (noise_2d((f_pos.xy + focus_off.xy) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
float hx = (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
+ (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
float hy = (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
+ (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
f_norm.xy += mix(vec2(0), vec2(h - hx, h - hy) / 0.1 * 0.03, puddle);
alpha = mix(1.0, 0.2, puddle);
f_col.rgb *= mix(1.0, 0.7, puddle);
k_s = mix(k_s, vec3(0.7, 0.7, 1.0), puddle);
}
#endif
if (rain_occlusion_at(f_pos.xyz + vec3(0, 0, 0.25)) > 0.5) {
if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density * 2.0 && puddle > 0.3) {
vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0);
vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density;
@ -273,21 +290,6 @@ void main() {
* sign(dist - drop_rad)
* max(drop_pos.z - near_cell.z, 0);
}
#ifdef EXPERIMENTAL_WETNESS
if (puddle > 0.0) {
float h = (noise_2d((f_pos.xy + focus_off.xy) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
+ (noise_2d((f_pos.xy + focus_off.xy) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
float hx = (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
+ (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
float hy = (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.3) - 0.5) * sin(tick.x * 8.0 + f_pos.x * 3)
+ (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.6) - 0.5) * sin(tick.x * 3.5 - f_pos.y * 6);
f_norm.xy += mix(vec2(0), vec2(h - hx, h - hy) / 0.1 * 0.03, puddle);
alpha = mix(1.0, 0.2, puddle);
f_col.rgb *= mix(1.0, 0.7, puddle);
k_s = mix(k_s, vec3(0.7, 0.7, 1.0), puddle);
}
#endif
}
}
#endif

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@ -30,6 +30,7 @@ enum FaceKind {
}
pub const SUNLIGHT: u8 = 24;
pub const SUNLIGHT_INV: f32 = 1.0 / SUNLIGHT as f32;
pub const MAX_LIGHT_DIST: i32 = SUNLIGHT as i32;
fn calc_light<V: RectRasterableVol<Vox = Block> + ReadVol + Debug>(
@ -217,7 +218,7 @@ fn calc_light<V: RectRasterableVol<Vox = Block> + ReadVol + Debug>(
.unwrap_or(default_light);
if l != OPAQUE && l != UNKNOWN {
l as f32 / SUNLIGHT as f32
l as f32 * SUNLIGHT_INV
} else {
0.0
}

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@ -6411,6 +6411,8 @@ impl<S: Skeleton> FigureState<S> {
// get the rider offset
skel_body: S::Body,
) {
span!(_guard, "update", "FigureState::update");
// NOTE: As long as update() always gets called after get_or_create_model(), and
// visibility is not set again until after the model is rendered, we
// know we don't pair the character model with invalid model state.
@ -6475,6 +6477,11 @@ impl<S: Skeleton> FigureState<S> {
let (light, glow) = terrain
.map(|t| {
span!(
_guard,
"light_glow",
"FigureState::update (fetch light/glow)"
);
// Sample the location a little above to avoid clipping into terrain
// TODO: Try to make this faster? It might be fine though
let wpos = Vec3::from(pos.into_array()) + Vec3::unit_z();

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@ -6,7 +6,7 @@ use crate::{
mesh::{
greedy::{GreedyMesh, SpriteAtlasAllocator},
segment::generate_mesh_base_vol_sprite,
terrain::{generate_mesh, SUNLIGHT},
terrain::{generate_mesh, SUNLIGHT, SUNLIGHT_INV},
},
render::{
pipelines::{self, ColLights},
@ -775,23 +775,27 @@ impl<V: RectRasterableVol> Terrain<V> {
let chunk_pos = wpos_chunk + rpos;
self.chunks
.get(&chunk_pos)
.map(|c| c.blocks_of_interest.lights.iter())
.into_iter()
.flatten()
.map(move |(lpos, level)| {
(
Vec3::<i32>::from(
chunk_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32),
) + *lpos,
level,
)
.flat_map(|c| c.blocks_of_interest.lights.iter())
.filter_map(move |(lpos, level)| {
if (*lpos - wpos_chunk).map(|e| e.abs()).reduce_min() < SUNLIGHT as i32 + 2
{
Some((
Vec3::<i32>::from(
chunk_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32),
) + *lpos,
level,
))
} else {
None
}
})
})
.fold(
(Vec3::broadcast(0.001), 0.0),
|(bias, total), (lpos, level)| {
let rpos = lpos.map(|e| e as f32 + 0.5) - wpos;
let level = (*level as f32 - rpos.magnitude()).max(0.0) / SUNLIGHT as f32;
let level = (*level as f32 - rpos.magnitude()).max(0.0) * SUNLIGHT_INV;
(
bias + rpos.try_normalized().unwrap_or_else(Vec3::zero) * level,
total + level,

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@ -71,6 +71,9 @@ impl BlocksOfInterest {
let mut flowers = Vec::new();
let mut interactables = Vec::new();
let mut lights = Vec::new();
// Lights that can be omitted at random if we have too many and need to cull
// some of them
let mut minor_lights = Vec::new();
let mut fire_bowls = Vec::new();
let mut snow = Vec::new();
let mut cricket1 = Vec::new();
@ -168,10 +171,25 @@ impl BlocksOfInterest {
interactables.push((pos, Interaction::Collect));
}
if let Some(glow) = block.get_glow() {
lights.push((pos, glow));
// Currently, we count filled blocks as 'minor' lights, and sprites as
// non-minor.
if block.get_sprite().is_none() {
minor_lights.push((pos, glow));
} else {
lights.push((pos, glow));
}
}
});
// TODO: Come up with a better way to prune many light sources: grouping them
// into larger lights with k-means clustering, perhaps?
const MAX_MINOR_LIGHTS: usize = 64;
lights.extend(
minor_lights
.choose_multiple(&mut rng, MAX_MINOR_LIGHTS)
.copied(),
);
Self {
leaves,
drip,