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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
faster floodfill sampling in rgb not hsv
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@ -31,10 +31,8 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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int sumOf(ivec3 vec) {return vec.x + vec.y + vec.z;}
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vec3 Lpv_RgbToHsv(const in vec3 lightColor, const in float lightRange) {
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vec3 lightValue = RgbToHsv(lightColor);
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lightValue.b = lightRange / LpvBlockSkyRange.x;
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return lightValue;
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int getSharedIndex(ivec3 pos) {
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return sumOf(pos * lpvFlatten);
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}
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vec4 GetLpvValue(in ivec3 texCoord) {
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@ -44,14 +42,25 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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? imageLoad(imgLpv2, texCoord)
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: imageLoad(imgLpv1, texCoord);
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lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0;
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lpvSample.rgb = HsvToRgb(lpvSample.rgb);
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vec4 hsv_sky = vec4(RgbToHsv(lpvSample.rgb), lpvSample.a);
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hsv_sky.zw = exp2(hsv_sky.zw * LpvBlockSkyRange) - 1.0;
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lpvSample = vec4(HsvToRgb(hsv_sky.xyz), hsv_sky.w);
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return lpvSample;
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}
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int getSharedIndex(ivec3 pos) {
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return sumOf(pos * lpvFlatten);
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uint GetVoxelBlock(const in ivec3 voxelPos) {
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if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize3-1u)) != voxelPos)
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return BLOCK_EMPTY;
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return imageLoad(imgVoxelMask, voxelPos).r;
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}
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void PopulateSharedIndex(const in ivec3 imgCoordOffset, const in ivec3 workGroupOffset, const in uint i) {
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ivec3 pos = workGroupOffset + ivec3(i / lpvFlatten) % 10;
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lpvSharedData[i] = GetLpvValue(imgCoordOffset + pos);
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voxelSharedData[i] = GetVoxelBlock(pos);
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}
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vec4 sampleShared(ivec3 pos, int mask_index) {
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@ -83,20 +92,6 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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const vec4 avgFalloff = (1.0/6.0) * LpvBlockSkyFalloff.xxxy;
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return (sX1 + sX2 + sY1 + sY2 + sZ1 + sZ2) * avgFalloff;
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}
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uint GetVoxelBlock(const in ivec3 voxelPos) {
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if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize3-1u)) != voxelPos)
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return BLOCK_EMPTY;
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return imageLoad(imgVoxelMask, voxelPos).r;
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}
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void PopulateSharedIndex(const in ivec3 imgCoordOffset, const in ivec3 workGroupOffset, const in uint i) {
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ivec3 pos = workGroupOffset + ivec3(i / lpvFlatten) % 10;
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lpvSharedData[i] = GetLpvValue(imgCoordOffset + pos);
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voxelSharedData[i] = GetVoxelBlock(pos);
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}
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#endif
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@ -107,6 +102,7 @@ void main() {
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uvec3 chunkPos = gl_WorkGroupID * gl_WorkGroupSize;
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if (any(greaterThanEqual(chunkPos, LpvSize3))) return;
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// Pre-populate shared-memory buffer for improved sampling performance
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uint i = uint(gl_LocalInvocationIndex) * 2u;
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if (i < 1000u) {
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ivec3 imgCoordOffset = ivec3(floor(cameraPosition) - floor(previousCameraPosition));
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@ -118,42 +114,49 @@ void main() {
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barrier();
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// Exit early if outside LPV buffer size
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ivec3 imgCoord = ivec3(gl_GlobalInvocationID);
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if (any(greaterThanEqual(imgCoord, LpvSize3))) return;
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uint blockId = voxelSharedData[getSharedIndex(ivec3(gl_LocalInvocationID) + 1)];
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vec4 lightValue = vec4(0.0);
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vec3 lightColor = vec3(0.0);
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vec3 tintColor = vec3(1.0);
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float lightRange = 0.0;
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uint mixMask = 0xFFFF;
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if (blockId > 0u) {
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tintColor = vec3(0.0);
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// Decode light data for current voxel
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uint blockId = voxelSharedData[getSharedIndex(ivec3(gl_LocalInvocationID) + 1)];
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if (blockId > 0u) {
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uvec2 blockData = imageLoad(imgBlockData, int(blockId)).rg;
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vec4 lightColorRange = unpackUnorm4x8(blockData.r);
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lightColor = srgbToLinear(lightColorRange.rgb);
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lightRange = lightColorRange.a * 255.0;
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vec4 tintColorMask = unpackUnorm4x8(blockData.g);
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tintColor = srgbToLinear(tintColorMask.rgb);
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mixMask = (blockData.g >> 24) & 0xFFFF;
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vec3 lightColor = srgbToLinear(lightColorRange.rgb);
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float lightRange = lightColorRange.a * 255.0;
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if (lightRange > 0.0) {
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lightValue.rgb = Lpv_RgbToHsv(lightColor, lightRange);
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lightValue.ba = exp2(lightValue.ba * LpvBlockSkyRange) - 1.0;
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lightValue.rgb = HsvToRgb(lightValue.rgb);
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}
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}
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// Mix neighbor voxel light values
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if (any(greaterThan(tintColor, vec3(0.0)))) {
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vec4 lightMixed = mixNeighbours(ivec3(gl_LocalInvocationID), mixMask);
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lightMixed.rgb *= tintColor;
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lightValue += lightMixed;
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}
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lightValue.rgb = RgbToHsv(lightValue.rgb);
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lightValue.ba = log2(lightValue.ba + 1.0) / LpvBlockSkyRange;
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// Add light for current voxel
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if (lightRange > 0.0) {
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vec3 hsv = RgbToHsv(lightColor);
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hsv.z = exp2(lightRange) - 1.0;
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lightValue.rgb += HsvToRgb(hsv);
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}
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// Convert back to linear RGB space
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vec4 hsv_sky = vec4(RgbToHsv(lightValue.rgb), lightValue.a);
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hsv_sky.zw = log2(hsv_sky.zw + 1.0) / LpvBlockSkyRange;
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lightValue = vec4(HsvToRgb(hsv_sky.xyz), hsv_sky.w);
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// Store final value
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if (frameCounter % 2 == 0)
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imageStore(imgLpv1, imgCoord, lightValue);
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else
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@ -1,51 +1,23 @@
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// LPV falloff curve
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const float LpvBlockPower = 4.0;
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// LPV block brightness scale
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const float LpvBlockBrightness = 2.0;
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float lpvCurve(float values) {
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// return pow(values, LpvBlockPower) ;
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return pow(1.0 - sqrt(1.0-values), 2.0);
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// return values;
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}
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vec4 SampleLpvNearest(const in ivec3 lpvPos) {
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vec4 lpvSample = (frameCounter % 2) == 0
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? texelFetch(texLpv1, lpvPos, 0)
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: texelFetch(texLpv2, lpvPos, 0);
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lpvSample.b = lpvCurve(lpvSample.b) * LpvBlockSkyRange.x;
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lpvSample.rgb = HsvToRgb(lpvSample.rgb);
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return lpvSample;
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}
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vec4 SampleLpvLinear(const in vec3 lpvPos) {
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vec3 pos = lpvPos - 0.5;
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ivec3 lpvCoord = ivec3(floor(pos));
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vec3 lpvF = fract(pos);
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vec3 texcoord = lpvPos / LpvSize3;
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vec4 sample_x1y1z1 = SampleLpvNearest(lpvCoord + ivec3(0, 0, 0));
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vec4 sample_x2y1z1 = SampleLpvNearest(lpvCoord + ivec3(1, 0, 0));
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vec4 sample_x1y2z1 = SampleLpvNearest(lpvCoord + ivec3(0, 1, 0));
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vec4 sample_x2y2z1 = SampleLpvNearest(lpvCoord + ivec3(1, 1, 0));
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vec4 lpvSample = (frameCounter % 2) == 0
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? textureLod(texLpv1, texcoord, 0)
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: textureLod(texLpv2, texcoord, 0);
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vec4 sample_x1y1z2 = SampleLpvNearest(lpvCoord + ivec3(0, 0, 1));
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vec4 sample_x2y1z2 = SampleLpvNearest(lpvCoord + ivec3(1, 0, 1));
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vec4 sample_x1y2z2 = SampleLpvNearest(lpvCoord + ivec3(0, 1, 1));
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vec4 sample_x2y2z2 = SampleLpvNearest(lpvCoord + ivec3(1, 1, 1));
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vec3 hsv = RgbToHsv(lpvSample.rgb);
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hsv.z = lpvCurve(hsv.b) * LpvBlockSkyRange.x;
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lpvSample.rgb = HsvToRgb(hsv);
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vec4 sample_y1z1 = mix(sample_x1y1z1, sample_x2y1z1, lpvF.x);
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vec4 sample_y2z1 = mix(sample_x1y2z1, sample_x2y2z1, lpvF.x);
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vec4 sample_y1z2 = mix(sample_x1y1z2, sample_x2y1z2, lpvF.x);
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vec4 sample_y2z2 = mix(sample_x1y2z2, sample_x2y2z2, lpvF.x);
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vec4 sample_z1 = mix(sample_y1z1, sample_y2z1, lpvF.y);
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vec4 sample_z2 = mix(sample_y1z2, sample_y2z2, lpvF.y);
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return mix(sample_z1, sample_z2, lpvF.z);
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return lpvSample;
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}
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vec3 GetLpvBlockLight(const in vec4 lpvSample) {
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@ -33,8 +33,6 @@ void PopulateShadowVoxel(const in vec3 playerPos) {
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if (
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((renderStage == MC_RENDER_STAGE_ENTITIES && (currentRenderedItemId > 0 || entityId > 0)) || renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES)
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) {
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voxelId = uint(mc_Entity.x + 0.5);
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if (renderStage == MC_RENDER_STAGE_BLOCK_ENTITIES) {
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if (blockEntityId > 0 && blockEntityId < 500)
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voxelId = uint(blockEntityId);
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