migrate block data to image; hand-light initial

This commit is contained in:
NULL511 2024-05-06 15:12:52 -04:00
parent bfcf3e1805
commit a1cb96dd03
9 changed files with 955 additions and 919 deletions

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@ -2,6 +2,7 @@
#ifdef IS_LPV_ENABLED
#extension GL_EXT_shader_image_load_store: enable
#extension GL_ARB_shading_language_packing: enable
#endif
#include "/lib/res_params.glsl"
@ -35,7 +36,9 @@ uniform int isEyeInWater;
uniform sampler2D texture;
uniform sampler2D noisetex;
uniform sampler2D colortex4;
#ifdef IS_LPV_ENABLED
uniform usampler1D texBlockData;
uniform sampler3D texLpv1;
uniform sampler3D texLpv2;
#endif
@ -61,6 +64,8 @@ flat varying float HELD_ITEM_BRIGHTNESS;
uniform float nightVision;
#endif
#include "/lib/util.glsl"
#ifdef OVERWORLD_SHADER
#define CLOUDSHADOWSONLY
#include "/lib/volumetricClouds.glsl"
@ -417,7 +422,7 @@ void main() {
const vec3 lpvPos = vec3(0.0);
#endif
Indirect_lighting = DoAmbientLightColor(lpvPos, AmbientLightColor, MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1), exposure);
Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, Torch_Color, clamp(lightmap.xy,0,1), exposure);
#ifdef LINES
gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * toLinear(color.rgb);

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@ -2,6 +2,7 @@
#ifdef IS_LPV_ENABLED
#extension GL_EXT_shader_image_load_store: enable
#extension GL_ARB_shading_language_packing: enable
#endif
#include "/lib/res_params.glsl"
@ -49,6 +50,7 @@ uniform sampler2D specular;
uniform sampler2D normals;
#ifdef IS_LPV_ENABLED
uniform usampler1D texBlockData;
uniform sampler3D texLpv1;
uniform sampler3D texLpv2;
#endif
@ -92,6 +94,7 @@ uniform vec3 nsunColor;
#include "/lib/projections.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/waterBump.glsl"
#include "/lib/util.glsl"
#ifdef OVERWORLD_SHADER
flat varying float Flashing;
@ -634,7 +637,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
const vec3 lpvPos = vec3(0.0);
#endif
Indirect_lighting = DoAmbientLightColor(lpvPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, exposure);
Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, AmbientLightColor, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), lightmap.xy, exposure);
vec3 FinalColor = (Indirect_lighting + Direct_lighting) * Albedo;

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@ -1,7 +1,8 @@
#include "/lib/settings.glsl"
#ifdef IS_LPV_ENABLED
#extension GL_EXT_shader_image_load_store: enable
#extension GL_ARB_shader_image_load_store: enable
#extension GL_ARB_shading_language_packing: enable
#endif
#include "/lib/res_params.glsl"
@ -76,6 +77,7 @@ uniform sampler2D colortex14;
uniform sampler2D colortex15; // flat normals(rgb), vanillaAO(alpha)
#ifdef IS_LPV_ENABLED
uniform usampler1D texBlockData;
uniform sampler3D texLpv1;
uniform sampler3D texLpv2;
#endif
@ -166,9 +168,12 @@ vec3 toScreenSpace(vec3 p) {
#include "/lib/volumetricClouds.glsl"
#endif
#include "/lib/util.glsl"
#ifdef IS_LPV_ENABLED
#include "/lib/hsv.glsl"
#include "/lib/lpv_common.glsl"
// #include "/lib/lpv_blocks.glsl"
#include "/lib/lpv_render.glsl"
#endif
@ -238,10 +243,10 @@ vec3 fp10Dither(vec3 color,float dither){
float facos(float sx){
float x = clamp(abs( sx ),0.,1.);
return sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
}
// float facos(float sx){
// float x = clamp(abs( sx ),0.,1.);
// return sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 );
// }
vec2 tapLocation(int sampleNumber,int nb, float nbRot,float jitter,float distort)
{
@ -1192,7 +1197,7 @@ void main() {
const vec3 lpvPos = vec3(0.0);
#endif
Indirect_lighting = DoAmbientLightColor(lpvPos, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B) , lightmap.xy, exposure);
Indirect_lighting = DoAmbientLightColor(feetPlayerPos, lpvPos, Indirect_lighting, MinimumLightColor, vec3(TORCH_R,TORCH_G,TORCH_B) , lightmap.xy, exposure);
#ifdef OVERWORLD_SHADER
Indirect_lighting += LightningFlashLighting;

File diff suppressed because it is too large Load Diff

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@ -17,9 +17,6 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
const vec2 LpvBlockSkyFalloff = vec2(0.96, 0.96);
const ivec3 lpvFlatten = ivec3(1, 10, 100);
#define EPSILON 1e-6
uniform int frameCounter;
uniform vec3 cameraPosition;
uniform vec3 previousCameraPosition;
@ -61,13 +58,15 @@ layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
int shared_index = getSharedIndex(pos + 1);
float mixWeight = 1.0;
uint mixMask = 0xFFFF;
uint mask = 0xFFFF;
uint blockId = voxelSharedData[shared_index];
if (blockId > 0 && blockId != BLOCK_EMPTY)
ParseBlockLpvData(LpvBlockMap[blockId].MaskWeight, mixMask, mixWeight);
if (blockId > 0 && blockId != BLOCK_EMPTY) {
uvec2 blockData = imageLoad(imgBlockData, int(blockId)).rg;
mask = (blockData.g >> 24) & 0xFFFF;
}
return lpvSharedData[shared_index] * ((mixMask >> mask_index) & 1u);// * mixWeight;
return lpvSharedData[shared_index] * ((mask >> mask_index) & 1u);
}
vec4 mixNeighbours(const in ivec3 fragCoord, const in uint mask) {
@ -122,29 +121,30 @@ void main() {
uint blockId = voxelSharedData[getSharedIndex(ivec3(gl_LocalInvocationID) + 1)];
vec4 lightValue = vec4(0.0);
vec3 tintColor = vec3(1.0);
float mixWeight = 1.0;
uint mixMask = 0xFFFF;
if (blockId > 0u) {
mixWeight = 0.0;
ParseBlockLpvData(LpvBlockMap[blockId].MaskWeight, mixMask, mixWeight);
tintColor = vec3(0.0);
uint tintData = LpvBlockMap[blockId].Tint;
tintColor = unpackUnorm4x8(tintData).rgb;
vec4 lightColorRange = unpackUnorm4x8(LpvBlockMap[blockId].ColorRange);
uvec2 blockData = imageLoad(imgBlockData, int(blockId)).rg;
vec4 lightColorRange = unpackUnorm4x8(blockData.r);
vec4 tintColorMask = unpackUnorm4x8(blockData.g);
tintColor = srgbToLinear(tintColorMask.rgb);
mixMask = (blockData.g >> 24) & 0xFFFF;
vec3 lightColor = srgbToLinear(lightColorRange.rgb);
float lightRange = lightColorRange.a * 255.0;
if (lightRange > EPSILON) {
vec3 lightColor = srgbToLinear(lightColorRange.rgb);
if (lightRange > 0.0) {
lightValue.rgb = Lpv_RgbToHsv(lightColor, lightRange);
lightValue.ba = exp2(lightValue.ba * LpvBlockSkyRange) - 1.0;
lightValue.rgb = HsvToRgb(lightValue.rgb);
}
}
if (mixWeight > EPSILON) {
if (any(greaterThan(tintColor, vec3(0.0)))) {
vec4 lightMixed = mixNeighbours(ivec3(gl_LocalInvocationID), mixMask);
lightMixed.rgb *= srgbToLinear(tintColor) * mixWeight;
lightMixed.rgb *= tintColor;
lightValue += lightMixed;
}

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@ -1 +1,4 @@
item.1000 = glow_berries soul_lantern soul_torch conduit beacon sea_pickle sea_lantern glowstone torch redstone_torch jack_o_lantern magma_block lantern shroomlight end_rod lava_bucket conquest:white_paper_lantern conquest:yellow_paper_lantern conquest:small_red_paper_lantern conquest:chinese_palace_lantern conquest:campfire conquest:brazier conquest:hanging_brazier conquest:chandelier conquest:candelabra conquest:cross_chandelier conquest:conquest:iron_candelabrum_1 conquest:conquest:golden_candelabrum_1 conquest:candle conquest:hanging_candle_holder conquest:candle_in_a_lantern conquest:candles conquest:hand_candle conquest:torch_with_grille conquest:elven_hand_light conquest:ship_lantern conquest:victorian_lantern conquest:small_lantern conquest:big_lantern conquest:hanging_oil_lamp conquest:oil_lamp conquest:terracotta_oil_lamp conquest:invisible_light_low conquest:invisible_light_medium conquest:invisible_light
item.1000 = glow_berries soul_lantern conduit beacon sea_pickle sea_lantern glowstone redstone_torch jack_o_lantern magma_block lantern shroomlight end_rod lava_bucket conquest:white_paper_lantern conquest:yellow_paper_lantern conquest:small_red_paper_lantern conquest:chinese_palace_lantern conquest:campfire conquest:brazier conquest:hanging_brazier conquest:chandelier conquest:candelabra conquest:cross_chandelier conquest:conquest:iron_candelabrum_1 conquest:conquest:golden_candelabrum_1 conquest:candle conquest:hanging_candle_holder conquest:candle_in_a_lantern conquest:candles conquest:hand_candle conquest:torch_with_grille conquest:elven_hand_light conquest:ship_lantern conquest:victorian_lantern conquest:small_lantern conquest:big_lantern conquest:hanging_oil_lamp conquest:oil_lamp conquest:terracotta_oil_lamp conquest:invisible_light_low conquest:invisible_light_medium conquest:invisible_light
item.1001 = torch
item.1002 = soul_torch

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@ -1,15 +1,26 @@
#ifdef IS_LPV_ENABLED
vec3 GetHandLight(const in int itemId) {
if (itemId < 1000) {
// TODO: block lights
}
else {
// TODO: item lights
vec3 GetHandLight(const in int itemId, const in vec3 playerPos) {
vec3 lightFinal = vec3(0.0);
vec3 lightColor = vec3(0.0);
float lightRange = 0.0;
uvec2 blockData = texelFetch(texBlockData, itemId, 0).rg;
vec4 lightColorRange = unpackUnorm4x8(blockData.r);
lightColor = srgbToLinear(lightColorRange.rgb);
lightRange = lightColorRange.a * 255.0;
if (lightRange > 0.0) {
float lightDist = length(playerPos);
float falloff = pow(1.0 - lightDist / lightRange, 3.0);
lightFinal = lightColor * max(falloff, 0.0);
}
return lightFinal;
}
#endif
vec3 DoAmbientLightColor(
vec3 playerPos,
vec3 lpvPos,
vec3 SkyColor,
vec3 MinimumColor,
@ -45,10 +56,10 @@ vec3 DoAmbientLightColor(
TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
if (heldItemId > 0)
TorchLight += GetHandLight(heldItemId);
TorchLight += GetHandLight(heldItemId, playerPos);
if (heldItemId2 > 0)
TorchLight += GetHandLight(heldItemId2);
TorchLight += GetHandLight(heldItemId2, playerPos);
#endif
return IndirectLight + TorchLight * TorchBrightness_autoAdjust;

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@ -1,28 +1,12 @@
struct LpvBlockData { // 12 x2000 =?
uint MaskWeight; // 4
uint ColorRange; // 4
uint Tint; // 4
};
/*
lightColor 3*8=24
lightRange 8=8
tintColor 3*8=24
lightMask 6=8
*/
#ifdef RENDER_SETUP
layout(binding = 0) writeonly buffer lpvBlockData
layout(rg32ui) uniform writeonly uimage1D imgBlockData;
#else
layout(binding = 0) readonly buffer lpvBlockData
layout(rg32ui) uniform readonly uimage1D imgBlockData;
#endif
{
LpvBlockData LpvBlockMap[];
};
uint BuildBlockLpvData(uint mixMask, float mixWeight) {
uint data = uint(saturate(mixWeight) * 255.0);
data = data | (mixMask << 8);
return data;
}
void ParseBlockLpvData(const in uint data, out uint mixMask, out float mixWeight) {
mixWeight = (data & 0xFF) / 255.0;
mixMask = (data >> 8) & 0xFF;
}

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@ -8,7 +8,7 @@ separateAo = true
rain.depth = false
beacon.beam.depth = true
iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES SSBO
iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES
#if RESOURCEPACK_SKY == 2
sun=true
@ -554,9 +554,8 @@ uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
####### FLOODFILL STUFF #######
###############################
# if defined LPV_ENABLED && defined IRIS_FEATURE_CUSTOM_IMAGES
#ifdef LPV_ENABLED
bufferObject.0=32000
image.imgBlockData = texBlockData RG_INTEGER RG32UI UNSIGNED_INT false false 2048
#if LPV_SIZE == 8
image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 256 256 256