Compressed vertex data even more

This commit is contained in:
Joshua Barretto 2019-06-03 22:35:03 +01:00 committed by Marcel Märtens
parent 8d04b9297e
commit c3cd3b9a69
4 changed files with 37 additions and 29 deletions

View File

@ -26,7 +26,7 @@ void main() {
float static_light = glob_ambience + min(sun_light, f_light);
vec3 light = static_light;
vec3 light = vec3(static_light);
tgt_color = vec4(f_col * light, 1.0);
}

View File

@ -2,9 +2,8 @@
#include <globals.glsl>
in uint v_pos;
in uint v_col_norm;
in uint v_light;
in uint v_pos_norm;
in uint v_col_light;
layout (std140)
uniform u_locals {
@ -18,24 +17,28 @@ out float f_light;
void main() {
f_pos = vec3(
float((v_pos >> 0) & 0x00FFu),
float((v_pos >> 8) & 0x00FFu),
float((v_pos >> 16) & 0xFFFFu)
float((v_pos_norm >> 0) & 0x00FFu),
float((v_pos_norm >> 8) & 0x00FFu),
float((v_pos_norm >> 16) & 0x1FFFu)
) + model_offs;
f_norm = vec3(
float((v_col_norm >> 0) & 0x3u),
float((v_col_norm >> 2) & 0x3u),
float((v_col_norm >> 4) & 0x3u)
) - 1.0;
f_col = vec3(
float((v_col_norm >> 8) & 0xFFu),
float((v_col_norm >> 16) & 0xFFu),
float((v_col_norm >> 24) & 0xFFu)
float((v_col_light >> 8) & 0xFFu),
float((v_col_light >> 16) & 0xFFu),
float((v_col_light >> 24) & 0xFFu)
) / 255.0;
f_light = float(v_light) / 4096.0;
uint norm_axis = (v_pos_norm >> 30) & 0x3u;
float norm_dir = float((v_pos_norm >> 29) & 0x1u) * 2.0 - 1.0;
if (norm_axis == 0u) {
f_norm = vec3(1.0, 0.0, 0.0) * norm_dir;
} else if (norm_axis == 1u) {
f_norm = vec3(0.0, 1.0, 0.0) * norm_dir;
} else {
f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
}
f_light = float(v_col_light & 0xFFu) / 255.0;
gl_Position =
proj_mat *

View File

@ -17,9 +17,8 @@ use vek::*;
gfx_defines! {
vertex Vertex {
pos: u32 = "v_pos",
col_norm: u32 = "v_col_norm",
light: u16 = "v_light",
pos_norm: u32 = "v_pos_norm",
col_light: u32 = "v_col_light",
}
constant Locals {
@ -39,19 +38,25 @@ gfx_defines! {
impl Vertex {
pub fn new(pos: Vec3<f32>, norm: Vec3<f32>, col: Rgb<f32>, light: f32) -> Self {
let (norm_axis, norm_dir) = norm
.as_slice()
.into_iter()
.enumerate()
.find(|(i, e)| **e != 0.0)
.unwrap_or((0, &1.0));
let norm_bits = (norm_axis << 1) | if *norm_dir > 0.0 { 1 } else { 0 };
Self {
pos: 0
pos_norm: 0
| ((pos.x as u32) & 0x00FF) << 0
| ((pos.y as u32) & 0x00FF) << 8
| ((pos.z as u32) & 0xFFFF) << 16,
col_norm: 0
| ((pos.z as u32) & 0x1FFF) << 16
| ((norm_bits as u32) & 0x7) << 29,
col_light: 0
| ((col.r.mul(255.0) as u32) & 0xFF) << 8
| ((col.g.mul(255.0) as u32) & 0xFF) << 16
| ((col.b.mul(255.0) as u32) & 0xFF) << 24
| ((norm.x.add(1.0) as u32) & 0x3) << 0
| ((norm.y.add(1.0) as u32) & 0x3) << 2
| ((norm.z.add(1.0) as u32) & 0x3) << 4,
light: light.mul(4096.0) as u16,
| ((light.mul(255.0) as u32) & 0xFF) << 0,
}
}
}

View File

@ -182,8 +182,8 @@ impl<'a> Sampler<'a> {
.mul(0.5);
// Colours
let cold_grass = Rgb::new(0.05, 0.5, 0.3);
let warm_grass = Rgb::new(0.4, 1.0, 0.05);
let cold_grass = Rgb::new(0.1, 0.6, 0.3);
let warm_grass = Rgb::new(0.25, 0.8, 0.05);
let cold_stone = Rgb::new(0.55, 0.7, 0.75);
let warm_stone = Rgb::new(0.65, 0.65, 0.35);
let beach_sand = Rgb::new(0.93, 0.84, 0.33);