BlocksRenderer light compressing & fix
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@ -2,7 +2,7 @@
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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layout (location = 2) in float v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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@ -18,18 +18,27 @@ uniform float u_gamma;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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vec4 decompress_light(float compressed_light) {
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vec4 result;
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int compressed = floatBitsToInt(compressed_light);
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result.r = ((compressed >> 24) & 0xFF) / 255.f;
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result.g = ((compressed >> 16) & 0xFF) / 255.f;
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result.b = ((compressed >> 8) & 0xFF) / 255.f;
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result.a = (compressed & 0xFF) / 255.f;
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return result;
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}
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void main(){
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vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
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vec4 modelpos = u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0);
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vec4 viewmodelpos = u_view * modelpos;
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vec3 light = v_light.rgb * 1.6;
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vec4 decomp_light = decompress_light(v_light);
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vec3 light = decomp_light.rgb * 1.6;
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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a_color.r = max(a_color.r, u_skyLightColor.r*v_light.a);
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a_color.g = max(a_color.g, u_skyLightColor.g*v_light.a);
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a_color.b = max(a_color.b, u_skyLightColor.b*v_light.a);
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a_color.rgb = max(a_color.rgb, u_skyLightColor.rgb*decomp_light.a);
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a_distance = length(viewmodelpos);
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gl_Position = u_proj * viewmodelpos;
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}
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@ -17,17 +17,17 @@ using glm::ivec3;
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using glm::vec3;
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using glm::vec4;
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#define VERTEX_SIZE 9
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#define VERTEX_SIZE 6
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BlocksRenderer::BlocksRenderer(size_t capacity,
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const Content* content,
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const ContentGfxCache* cache)
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: content(content),
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vertexOffset(0),
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indexOffset(0),
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indexSize(0),
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capacity(capacity),
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cache(cache) {
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BlocksRenderer::BlocksRenderer(size_t capacity,
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const Content* content,
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const ContentGfxCache* cache)
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: content(content),
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vertexOffset(0),
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indexOffset(0),
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indexSize(0),
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capacity(capacity),
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cache(cache) {
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vertexBuffer = new float[capacity];
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indexBuffer = new int[capacity];
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voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
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@ -50,10 +50,17 @@ void BlocksRenderer::vertex(const vec3& coord,
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vertexBuffer[vertexOffset++] = u;
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vertexBuffer[vertexOffset++] = v;
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vertexBuffer[vertexOffset++] = light.r;
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vertexBuffer[vertexOffset++] = light.g;
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vertexBuffer[vertexOffset++] = light.b;
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vertexBuffer[vertexOffset++] = light.a;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (uint32_t(light.r * 255) & 0xff) << 24;
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compressed.integer |= (uint32_t(light.g * 255) & 0xff) << 16;
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compressed.integer |= (uint32_t(light.b * 255) & 0xff) << 8;
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compressed.integer |= (uint32_t(light.a * 255) & 0xff);
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vertexBuffer[vertexOffset++] = compressed.floating;
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}
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void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
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@ -72,7 +79,7 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
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const UVRegion& region,
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const vec4(&lights)[4],
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const vec4& tint) {
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if (vertexOffset + VERTEX_SIZE * 6 > capacity) {
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if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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@ -90,7 +97,7 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
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const vec4(&lights)[4],
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const vec4& tint,
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bool rotated) {
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if (vertexOffset + VERTEX_SIZE * 6 > capacity) {
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if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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@ -353,7 +360,7 @@ Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksSto
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const voxel* voxels = chunk->voxels;
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render(voxels, atlas_size);
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const vattr attrs[]{ {3}, {2}, {4}, {0} };
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const vattr attrs[]{ {3}, {2}, {1}, {0} };
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Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / VERTEX_SIZE, indexBuffer, indexSize, attrs);
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return mesh;
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}
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@ -38,6 +38,7 @@ void mouse_button_callback(GLFWwindow*, int button, int action, int) {
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}
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void key_callback(GLFWwindow*, int key, int scancode, int action, int /*mode*/) {
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if (key == GLFW_KEY_UNKNOWN) return;
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if (action == GLFW_PRESS) {
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Events::_keys[key] = true;
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Events::_frames[key] = Events::_current;
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