Use world-space dithering as well as a better dither matrix to handle transparency in mipmapping/anisotropic filtering (#1641)

- [x] Prototype
- [x] Remove old code
- [x] ~~Apply this form of dithering to other shaders as well (item
drop)~~ → old dither looks better for items and display model
- [x] Can we finally remove the dither seed?
- [x] Check performance impact → it's slightly (insignificantly) faster
even
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IntegratedQuantum 2025-06-26 20:14:54 +02:00 committed by GitHub
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13 changed files with 45 additions and 27 deletions

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@ -7,9 +7,8 @@ layout(location = 3) in vec2 uv;
layout(location = 4) flat in vec3 normal;
layout(location = 5) flat in int textureIndex;
layout(location = 6) flat in int isBackFace;
layout(location = 7) flat in int ditherSeed;
layout(location = 8) flat in float distanceForLodCheck;
layout(location = 9) flat in int opaqueInLod;
layout(location = 7) flat in float distanceForLodCheck;
layout(location = 8) flat in int opaqueInLod;
layout(location = 0) out vec4 fragColor;
@ -17,6 +16,7 @@ layout(binding = 0) uniform sampler2DArray textureSampler;
layout(binding = 1) uniform sampler2DArray emissionSampler;
layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
layout(binding = 4) uniform samplerCube reflectionMap;
layout(binding = 5) uniform sampler2D ditherTexture;
layout(location = 5) uniform float reflectionMapSize;
layout(location = 6) uniform float contrast;
@ -33,29 +33,13 @@ float lightVariation(vec3 normal) {
return baseLighting + dot(normal, directionalPart);
}
float ditherThresholds[16] = float[16] (
1/17.0, 9/17.0, 3/17.0, 11/17.0,
13/17.0, 5/17.0, 15/17.0, 7/17.0,
4/17.0, 12/17.0, 2/17.0, 10/17.0,
16/17.0, 8/17.0, 14/17.0, 6/17.0
);
ivec2 random1to2(int v) {
ivec4 fac = ivec4(11248723, 105436839, 45399083, 5412951);
int seed = v.x*fac.x ^ fac.y;
return seed*fac.zw;
}
bool passDitherTest(float alpha) {
if(opaqueInLod != 0) {
if(distanceForLodCheck > lodDistance) return true;
float factor = max(0, distanceForLodCheck - (lodDistance - 32.0))/32.0;
alpha = alpha*(1 - factor) + factor;
}
ivec2 screenPos = ivec2(gl_FragCoord.xy);
screenPos += random1to2(ditherSeed);
screenPos &= 3;
return alpha > ditherThresholds[screenPos.x*4 + screenPos.y];
return alpha > texture(ditherTexture, uv).r*255.0/256.0 + 0.5/256.0;
}
vec4 fixedCubeMapLookup(vec3 v) { // Taken from http://the-witness.net/news/2012/02/seamless-cube-map-filtering/

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@ -7,9 +7,8 @@ layout(location = 3) out vec2 uv;
layout(location = 4) flat out vec3 normal;
layout(location = 5) flat out int textureIndex;
layout(location = 6) flat out int isBackFace;
layout(location = 7) flat out int ditherSeed;
layout(location = 8) flat out float distanceForLodCheck;
layout(location = 9) flat out int opaqueInLod;
layout(location = 7) flat out float distanceForLodCheck;
layout(location = 8) flat out int opaqueInLod;
layout(location = 0) uniform vec3 ambientLight;
layout(location = 1) uniform mat4 projectionMatrix;
@ -84,7 +83,6 @@ void main() {
);
light = max(sunLight*ambientLight, blockLight)/31;
isBackFace = encodedPositionAndLightIndex>>15 & 1;
ditherSeed = encodedPositionAndLightIndex & 15;
textureIndex = textureAndQuad & 65535;
int quadIndex = textureAndQuad >> 16;

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@ -7,9 +7,8 @@ layout(location = 3) in vec2 uv;
layout(location = 4) flat in vec3 normal;
layout(location = 5) flat in int textureIndex;
layout(location = 6) flat in int isBackFace;
layout(location = 7) flat in int ditherSeed;
layout(location = 8) flat in float distanceForLodCheck;
layout(location = 9) flat in int opaqueInLod;
layout(location = 7) flat in float distanceForLodCheck;
layout(location = 8) flat in int opaqueInLod;
layout(location = 0, index = 0) out vec4 fragColor;
layout(location = 0, index = 1) out vec4 blendColor;

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@ -512,6 +512,7 @@ pub const meshes = struct { // MARK: meshes
pub var blockTextureArray: TextureArray = undefined;
pub var emissionTextureArray: TextureArray = undefined;
pub var reflectivityAndAbsorptionTextureArray: TextureArray = undefined;
pub var ditherTexture: graphics.Texture = undefined;
const black: Color = Color{.r = 0, .g = 0, .b = 0, .a = 255};
const magenta: Color = Color{.r = 255, .g = 0, .b = 255, .a = 255};
@ -525,6 +526,7 @@ pub const meshes = struct { // MARK: meshes
blockTextureArray = .init();
emissionTextureArray = .init();
reflectivityAndAbsorptionTextureArray = .init();
ditherTexture = .initFromMipmapFiles("assets/cubyz/blocks/textures/dither/", 64, 0.5);
textureIDs = .init(main.globalAllocator);
animation = .init(main.globalAllocator);
blockTextures = .init(main.globalAllocator);
@ -551,6 +553,7 @@ pub const meshes = struct { // MARK: meshes
blockTextureArray.deinit();
emissionTextureArray.deinit();
reflectivityAndAbsorptionTextureArray.deinit();
ditherTexture.deinit();
textureIDs.deinit();
animation.deinit();
blockTextures.deinit();

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@ -2307,6 +2307,38 @@ pub const Texture = struct { // MARK: Texture
return self;
}
pub fn initFromMipmapFiles(pathPrefix: []const u8, largestSize: u31, lodBias: f32) Texture {
const self = Texture.init();
self.bind();
const maxLod = std.math.log2_int(u31, largestSize);
var curSize: u31 = largestSize;
while(curSize != 0) : (curSize /= 2) {
c.glTexImage2D(c.GL_TEXTURE_2D, maxLod - std.math.log2_int(u31, curSize), c.GL_RGBA8, curSize, curSize, 0, c.GL_RGBA, c.GL_UNSIGNED_BYTE, null);
}
curSize = largestSize;
while(curSize != 0) : (curSize /= 2) {
const path = std.fmt.allocPrint(main.stackAllocator.allocator, "{s}{}.png", .{pathPrefix, curSize}) catch unreachable;
defer main.stackAllocator.free(path);
const image = Image.readFromFile(main.stackAllocator, path) catch |err| blk: {
std.log.err("Couldn't read image from {s}: {s}", .{path, @errorName(err)});
break :blk Image.defaultImage;
};
defer image.deinit(main.stackAllocator);
c.glTexSubImage2D(c.GL_TEXTURE_2D, maxLod - std.math.log2_int(u31, curSize), 0, 0, curSize, curSize, c.GL_RGBA, c.GL_UNSIGNED_BYTE, image.imageData.ptr);
}
c.glTexParameteri(c.GL_TEXTURE_2D_ARRAY, c.GL_TEXTURE_MAX_LOD, maxLod);
c.glTexParameteri(c.GL_TEXTURE_2D, c.GL_TEXTURE_MIN_FILTER, c.GL_NEAREST_MIPMAP_LINEAR);
c.glTexParameteri(c.GL_TEXTURE_2D, c.GL_TEXTURE_MAG_FILTER, c.GL_NEAREST);
c.glTexParameteri(c.GL_TEXTURE_2D, c.GL_TEXTURE_WRAP_S, c.GL_REPEAT);
c.glTexParameteri(c.GL_TEXTURE_2D, c.GL_TEXTURE_WRAP_T, c.GL_REPEAT);
c.glTexParameterf(c.GL_TEXTURE_2D, c.GL_TEXTURE_LOD_BIAS, lodBias);
return self;
}
pub fn deinit(self: Texture) void {
c.glDeleteTextures(1, &self.textureID);
}

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@ -213,6 +213,8 @@ pub fn renderWorld(world: *World, ambientLight: Vec3f, skyColor: Vec3f, playerPo
blocks.meshes.emissionTextureArray.bind();
c.glActiveTexture(c.GL_TEXTURE2);
blocks.meshes.reflectivityAndAbsorptionTextureArray.bind();
c.glActiveTexture(c.GL_TEXTURE5);
blocks.meshes.ditherTexture.bind();
reflectionCubeMap.bindTo(4);
chunk_meshing.quadsDrawn = 0;