floodfill voxel mask

This commit is contained in:
NULL511 2024-05-01 13:40:52 -04:00
parent 343a68c816
commit c4b51fcf9a
5 changed files with 79 additions and 12 deletions

View File

@ -0,0 +1,11 @@
const uint LpvSize = uint(exp2(LPV_SIZE));
layout(r16ui) uniform uimage3D imgVoxelMask;
// #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

View File

@ -0,0 +1,5 @@
void SetVoxelBlock(const in vec3 playerPos, const in uint blockId) {
vec3 cameraOffset = fract(cameraPosition);
ivec3 voxelPos = ivec3(floor(playerPos + cameraOffset + LpvSize/2u));
imageStore(imgVoxelMask, voxelPos, uvec4(blockId));
}

View File

@ -669,6 +669,18 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
#define DH_KNOWN_ISSUES 0 // [0 1 2 3 4 5]
///////////////////////////////////////////
// ----- DISTANT HORIZONS SETTINGS ----- //
///////////////////////////////////////////
#define LPV_ENABLED
#define LPV_SIZE 7 // [6 7 8]
#if defined LPV_ENABLED && defined IRIS_FEATURE_CUSTOM_IMAGES
#define IS_LPV_ENABLED
#endif
////////////////////////////////
// ----- DEBUG SETTINGS ----- //
////////////////////////////////

View File

@ -8,6 +8,8 @@ separateAo = true
rain.depth = false
beacon.beam.depth = true
iris.features.optional=ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES
#if RESOURCEPACK_SKY == 2
sun=true
moon=true
@ -602,4 +604,25 @@ variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSu
uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
###############################
####### FLOODFILL STUFF #######
###############################
#if defined LPV_ENABLED && defined IRIS_FEATURE_CUSTOM_IMAGES
#if LPV_SIZE == 8
image.imgVoxelMask=none RED_INTEGER R16UI UNSIGNED_SHORT true false 256 256 256
image.imgLpv1=none RGBA RGBA8 BYTE false false 256 256 256
image.imgLpv2=none RGBA RGBA8 BYTE false false 256 256 256
#elif LPV_SIZE == 7
image.imgVoxelMask=none RED_INTEGER R16UI UNSIGNED_SHORT true false 128 128 128
image.imgLpv1=none RGBA RGBA8 BYTE false false 128 128 128
image.imgLpv2=none RGBA RGBA8 BYTE false false 128 128 128
#elif LPV_SIZE == 6
image.imgVoxelMask=none RED_INTEGER R16UI UNSIGNED_SHORT true false 64 64 64
image.imgLpv1=none RGBA RGBA8 BYTE false false 64 64 64
image.imgLpv2=none RGBA RGBA8 BYTE false false 64 64 64
#endif
#endif

View File

@ -1,5 +1,8 @@
#version 120
#include "/lib/settings.glsl"
#ifdef IS_LPV_ENABLED
#extension GL_EXT_shader_image_load_store: enable
#endif
@ -46,6 +49,11 @@ uniform int entityId;
#include "/lib/Shadow_Params.glsl"
#include "/lib/bokeh.glsl"
#ifdef IS_LPV_ENABLED
#include "/lib/lpv_common.glsl"
#include "/lib/lpv_write.glsl"
#endif
const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
@ -170,18 +178,26 @@ void main() {
// }
// #endif
uint blockId = uint(mc_Entity.x + 0.5);
#if defined IS_LPV_ENABLED || defined WAVY_PLANTS
vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
#endif
#if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store
SetVoxelBlock(playerpos, blockId);
#endif
#ifdef WAVY_PLANTS
bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
if ((mc_Entity.x == 10001 || mc_Entity.x == 10009 && istopv) && length(position.xy) < 24.0) {
vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
worldpos.xyz += calcMovePlants(worldpos.xyz + cameraPosition)*gl_MultiTexCoord1.y;
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
if ((blockId == 10001u || blockId == 10009u && istopv) && length(position.xy) < 24.0) {
playerpos += calcMovePlants(playerpos + cameraPosition)*gl_MultiTexCoord1.y;
position = mat3(shadowModelView) * playerpos + shadowModelView[3].xyz;
}
if (mc_Entity.x == 10003 && length(position.xy) < 24.0) {
vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
worldpos.xyz += calcMoveLeaves(worldpos.xyz + cameraPosition, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*gl_MultiTexCoord1.y;
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
if (blockId == 10003u && length(position.xy) < 24.0) {
playerpos += calcMoveLeaves(playerpos + cameraPosition, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*gl_MultiTexCoord1.y;
position = mat3(shadowModelView) * playerpos + shadowModelView[3].xyz;
}
#endif
@ -193,13 +209,13 @@ void main() {
if(mc_Entity.x == 8 ) gl_Position.w = -1.0;
if (blockId == 8u) gl_Position.w = -1.0;
// color.a = 1.0;
// if(mc_Entity.x != 10002) color.a = 0.0;
// if(blockId != 10002) color.a = 0.0;
// materials = 0.0;
// if(mc_Entity.x == 8) materials = 1.0;
// if(blockId == 8) materials = 1.0;
/// this is to ease the shadow acne on big fat entities like ghasts.