fix floodfill frame offset

This commit is contained in:
NULL511 2024-05-02 14:18:49 -04:00
parent f33b071152
commit 852d995db0
11 changed files with 40 additions and 53 deletions

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@ -1269,10 +1269,10 @@ void main() {
#ifdef IS_LPV_ENABLED #ifdef IS_LPV_ENABLED
vec3 lpvPos = GetLpvPosition(feetPlayerPos) + 0.5*viewToWorld(FlatNormals); vec3 lpvPos = GetLpvPosition(feetPlayerPos) + 0.5*viewToWorld(FlatNormals);
// vec3 lpvPos = GetLpvPosition(feetPlayerPos) - 0.5*FlatNormals + slopednormal;
#else #else
const vec3 lpvPos = vec3(0.0); const vec3 lpvPos = vec3(0.0);
#endif #endif
// vec3 lpvPos = GetLpvPosition(feetPlayerPos) - 0.5*FlatNormals + slopednormal;
Indirect_lighting = DoAmbientLightColor(lpvPos, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy); Indirect_lighting = DoAmbientLightColor(lpvPos, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy);
@ -1284,6 +1284,7 @@ void main() {
#ifdef SSS_view #ifdef SSS_view
Indirect_lighting = vec3(3.0); Indirect_lighting = vec3(3.0);
#endif #endif
///////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////
///////////////////////////// EFFECTS FOR INDIRECT ///////////////////////////// ///////////////////////////// EFFECTS FOR INDIRECT /////////////////////////////
///////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////

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@ -1,8 +1,6 @@
struct LpvBlockData { // 12 x1280 =? struct LpvBlockData { // 8 x1280 =?
uint data; // 4 uint MaskWeight; // 4
uint LightColor; // 4 uint ColorRange; // 4
uint LightRangeSize; // 4
// uint LightMetadata;
}; };
#ifdef RENDER_SETUP #ifdef RENDER_SETUP
@ -24,6 +22,5 @@ uint BuildBlockLpvData(uint mixMask, float mixWeight) {
void ParseBlockLpvData(const in uint data, out uint mixMask, out float mixWeight) { void ParseBlockLpvData(const in uint data, out uint mixMask, out float mixWeight) {
mixWeight = (data & 0xFF) / 255.0; mixWeight = (data & 0xFF) / 255.0;
mixMask = (data >> 8) & 0xFF; mixMask = (data >> 8) & 0xFF;
} }

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@ -1,21 +1,12 @@
layout(rgba8) uniform image3D imgLpv1; layout(rgba8) uniform image3D imgLpv1;
layout(rgba8) uniform image3D imgLpv2; layout(rgba8) uniform image3D imgLpv2;
// How far light propagates (block, sky)
const vec2 LpvBlockSkyRange = vec2(15.0, 24.0);
const uint LpvSize = uint(exp2(LPV_SIZE)); const uint LpvSize = uint(exp2(LPV_SIZE));
const uvec3 LpvSize3 = uvec3(LpvSize); const uvec3 LpvSize3 = uvec3(LpvSize);
const vec2 LpvBlockSkyRange = vec2(1.0, 24.0);
// #if defined RENDER_SHADOWCOMP || defined RENDER_GBUFFER
// layout(r16ui) uniform uimage2D imgVoxelMask;
// #elif defined RENDER_BEGIN || defined RENDER_GEOMETRY || defined RENDER_VERTEX
// layout(r16ui) uniform writeonly uimage2D imgVoxelMask;
// #else
// layout(r16ui) uniform readonly uimage2D imgVoxelMask;
// #endif
// #define LIGHT_NONE 0
vec3 GetLpvPosition(const in vec3 playerPos) { vec3 GetLpvPosition(const in vec3 playerPos) {
vec3 cameraOffset = fract(cameraPosition); vec3 cameraOffset = fract(cameraPosition);
return playerPos + cameraOffset + LpvSize3/2u; return playerPos + cameraOffset + LpvSize3/2u;

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@ -9,22 +9,18 @@
vec4 SampleLpvNearest(const in ivec3 lpvPos) { vec4 SampleLpvNearest(const in ivec3 lpvPos) {
vec4 lpvSample = (frameCounter % 2) == 0 vec4 lpvSample = (frameCounter % 2) == 0
// #ifndef RENDER_GBUFFER
? imageLoad(imgLpv1, lpvPos) ? imageLoad(imgLpv1, lpvPos)
: imageLoad(imgLpv2, lpvPos); : imageLoad(imgLpv2, lpvPos);
// #else
// ? imageLoad(imgLpv2, lpvPos, 0)
// : imageLoad(imgLpv1, lpvPos, 0);
// #endif
lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0; //lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0;
lpvSample.b = (lpvSample.b*lpvSample.b) * LpvBlockSkyRange.x;
lpvSample.rgb = HsvToRgb(lpvSample.rgb); lpvSample.rgb = HsvToRgb(lpvSample.rgb);
return lpvSample; return lpvSample;
} }
vec4 SampleLpvLinear(const in vec3 lpvPos) { vec4 SampleLpvLinear(const in vec3 lpvPos) {
vec3 pos = lpvPos - 0.5; vec3 pos = lpvPos;// - 0.5;
ivec3 lpvCoord = ivec3(floor(pos)); ivec3 lpvCoord = ivec3(floor(pos));
vec3 lpvF = fract(pos); vec3 lpvF = fract(pos);
@ -102,7 +98,7 @@ vec4 SampleLpvLinear(const in vec3 lpvPos) {
vec3 GetLpvBlockLight(const in vec4 lpvSample) { vec3 GetLpvBlockLight(const in vec4 lpvSample) {
// return GetLpvBlockLight(lpvSample, 1.0); // return GetLpvBlockLight(lpvSample, 1.0);
return 8.0 * lpvSample.rgb;// * LPV_BLOCKLIGHT_SCALE);// * DynamicLightBrightness; return lpvSample.rgb;// * LPV_BLOCKLIGHT_SCALE);// * DynamicLightBrightness;
} }
float GetLpvSkyLight(const in vec4 lpvSample) { float GetLpvSkyLight(const in vec4 lpvSample) {

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@ -3,9 +3,11 @@ layout(r16ui) uniform uimage3D imgVoxelMask;
const uint VoxelSize = uint(exp2(LPV_SIZE)); const uint VoxelSize = uint(exp2(LPV_SIZE));
const uvec3 VoxelSize3 = uvec3(VoxelSize); const uvec3 VoxelSize3 = uvec3(VoxelSize);
const float voxelDistance = 64.0;
#define BLOCK_EMPTY 0 #define BLOCK_EMPTY 0
ivec3 GetVoxelIndex(const in vec3 playerPos) { ivec3 GetVoxelIndex(const in vec3 playerPos) {
vec3 cameraOffset = fract(cameraPosition); vec3 cameraOffset = fract(cameraPosition);
return ivec3(floor(playerPos + cameraOffset + VoxelSize3/2u)); return ivec3(floor(playerPos + cameraOffset) + VoxelSize3/2u);
} }

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@ -4,9 +4,9 @@ uint GetVoxelBlock(const in ivec3 voxelPos) {
return imageLoad(imgVoxelMask, voxelPos).r; return imageLoad(imgVoxelMask, voxelPos).r;
} }
uint GetVoxelBlock(const in vec3 playerPos) { // uint GetVoxelBlock(const in vec3 playerPos) {
ivec3 voxelPos = GetVoxelIndex(playerPos); // ivec3 voxelPos = GetVoxelIndex(playerPos);
// TODO: exit early if outside bounds // // TODO: exit early if outside bounds
return imageLoad(imgVoxelMask, voxelPos).r; // return imageLoad(imgVoxelMask, voxelPos).r;
} // }

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@ -1,6 +1,6 @@
void SetVoxelBlock(const in vec3 playerPos, const in uint blockId) { void SetVoxelBlock(const in vec3 playerPos, const in uint blockId) {
ivec3 voxelPos = GetVoxelIndex(playerPos); ivec3 voxelPos = GetVoxelIndex(playerPos);
if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize-1u)) != voxelPos) return;
// TODO: exit early if outside bounds
imageStore(imgVoxelMask, voxelPos, uvec4(blockId)); imageStore(imgVoxelMask, voxelPos, uvec4(blockId));
} }

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@ -18,6 +18,10 @@ iris.features.optional=ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTO
moon=false moon=false
#endif #endif
#ifdef LPV_ENABLED
shadow.culling = reversed
#endif
#ifndef RENDER_ENTITY_SHADOWS #ifndef RENDER_ENTITY_SHADOWS
shadowBlockEntities = false shadowBlockEntities = false
shadowEntities = false shadowEntities = false

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@ -48,10 +48,8 @@ void main() {
} }
LpvBlockData block; LpvBlockData block;
block.data = BuildBlockLpvData(mixMask, mixWeight); block.MaskWeight = BuildBlockLpvData(mixMask, mixWeight);
block.LightColor = packUnorm4x8(vec4(lightColor, 0.0)); block.ColorRange = packUnorm4x8(vec4(lightColor, lightRange/255.0));
block.LightRangeSize = packUnorm4x8(vec4(lightRange/255.0, 0.0, 0.0, 0.0));
LpvBlockMap[blockId] = block; LpvBlockMap[blockId] = block;
#endif #endif
} }

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@ -197,8 +197,9 @@ void main() {
uint voxelId = blockId; uint voxelId = blockId;
if (voxelId == 0u) voxelId = 1u; if (voxelId == 0u) voxelId = 1u;
vec3 origin = playerpos + at_midBlock/64.0; vec3 originPos = playerpos + at_midBlock/64.0;
SetVoxelBlock(origin, voxelId);
SetVoxelBlock(originPos, voxelId);
} }
#endif #endif

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@ -25,6 +25,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
uniform int frameCounter; uniform int frameCounter;
uniform vec3 cameraPosition; uniform vec3 cameraPosition;
uniform vec3 previousCameraPosition;
#include "/lib/hsv.glsl" #include "/lib/hsv.glsl"
#include "/lib/blocks.glsl" #include "/lib/blocks.glsl"
@ -76,7 +77,7 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
uint blockId = voxelSharedData[shared_index]; uint blockId = voxelSharedData[shared_index];
if (blockId > 0 && blockId != BLOCK_EMPTY) if (blockId > 0 && blockId != BLOCK_EMPTY)
ParseBlockLpvData(LpvBlockMap[blockId].data, mixMask, mixWeight); ParseBlockLpvData(LpvBlockMap[blockId].MaskWeight, mixMask, mixWeight);
return lpvSharedData[shared_index] * ((mixMask >> mask_index) & 1u);// * mixWeight; return lpvSharedData[shared_index] * ((mixMask >> mask_index) & 1u);// * mixWeight;
} }
@ -96,17 +97,16 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
void PopulateSharedIndex(const in ivec3 imgCoordOffset, const in ivec3 workGroupOffset, const in uint i) { void PopulateSharedIndex(const in ivec3 imgCoordOffset, const in ivec3 workGroupOffset, const in uint i) {
ivec3 pos = workGroupOffset + ivec3(i / lpvFlatten) % 10; ivec3 pos = workGroupOffset + ivec3(i / lpvFlatten) % 10;
ivec3 lpvPos = imgCoordOffset + pos; //ivec3 lpvPos = imgCoordOffset + pos;
lpvSharedData[i] = GetLpvValue(lpvPos); lpvSharedData[i] = GetLpvValue(imgCoordOffset + pos);
voxelSharedData[i] = GetVoxelBlock(lpvPos); voxelSharedData[i] = GetVoxelBlock(pos);
} }
void PopulateShared() { void PopulateShared() {
uint i = uint(gl_LocalInvocationIndex) * 2u; uint i = uint(gl_LocalInvocationIndex) * 2u;
if (i >= 1000u) return; if (i >= 1000u) return;
// ivec3 voxelOffset = GetLPVVoxelOffset(); ivec3 imgCoordOffset = ivec3(floor(cameraPosition) - floor(previousCameraPosition));
ivec3 imgCoordOffset = ivec3(0);//GetLPVFrameOffset();
ivec3 workGroupOffset = ivec3(gl_WorkGroupID * gl_WorkGroupSize) - 1; ivec3 workGroupOffset = ivec3(gl_WorkGroupID * gl_WorkGroupSize) - 1;
PopulateSharedIndex(imgCoordOffset, workGroupOffset, i); PopulateSharedIndex(imgCoordOffset, workGroupOffset, i);
@ -140,9 +140,8 @@ void main() {
uint blockId = voxelSharedData[getSharedCoord(ivec3(gl_LocalInvocationID) + 1)]; uint blockId = voxelSharedData[getSharedCoord(ivec3(gl_LocalInvocationID) + 1)];
float mixWeight = blockId == BLOCK_EMPTY ? 1.0 : 0.0; float mixWeight = blockId == BLOCK_EMPTY ? 1.0 : 0.0;
LpvBlockData blockData = LpvBlockMap[blockId];
if (blockId > 0 && blockId != BLOCK_EMPTY) if (blockId > 0 && blockId != BLOCK_EMPTY)
ParseBlockLpvData(blockData.data, mixMask, mixWeight); ParseBlockLpvData(LpvBlockMap[blockId].MaskWeight, mixMask, mixWeight);
#ifdef LPV_GLASS_TINT #ifdef LPV_GLASS_TINT
if (blockId >= BLOCK_HONEY && blockId <= BLOCK_TINTED_GLASS) { if (blockId >= BLOCK_HONEY && blockId <= BLOCK_TINTED_GLASS) {
@ -161,11 +160,9 @@ void main() {
lightValue.ba = log2(lightValue.ba + 1.0) / LpvBlockSkyRange; lightValue.ba = log2(lightValue.ba + 1.0) / LpvBlockSkyRange;
if (blockId > 0 && blockId != BLOCK_EMPTY) { if (blockId > 0 && blockId != BLOCK_EMPTY) {
vec3 lightColor = unpackUnorm4x8(blockData.LightColor).rgb; vec4 lightColorRange = unpackUnorm4x8(LpvBlockMap[blockId].ColorRange);
vec2 lightRangeSize = unpackUnorm4x8(blockData.LightRangeSize).xy; vec3 lightColor = RGBToLinear(lightColorRange.rgb);
float lightRange = lightRangeSize.x * 255.0; float lightRange = lightColorRange.a * 255.0;
lightColor = RGBToLinear(lightColor);
// #ifdef LIGHTING_FLICKER // #ifdef LIGHTING_FLICKER
// vec2 lightNoise = GetDynLightNoise(cameraPosition + blockLocalPos); // vec2 lightNoise = GetDynLightNoise(cameraPosition + blockLocalPos);