mirror of
https://github.com/PixelGuys/Cubyz.git
synced 2025-08-03 11:17:05 -04:00
252 lines
7.4 KiB
GLSL
252 lines
7.4 KiB
GLSL
#version 430
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in vec3 mvVertexPos;
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flat in int blockType;
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flat in int faceNormal;
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flat in int modelIndex;
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flat in int isBackFace;
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flat in int ditherSeed;
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// For raymarching:
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in vec3 startPosition;
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in vec3 direction;
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uniform int time;
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uniform vec3 ambientLight;
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uniform sampler2DArray texture_sampler;
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uniform sampler2DArray emissionSampler;
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layout(location = 0) out vec4 fragColor;
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struct AnimationData {
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int frames;
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int time;
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};
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#define modelSize 16
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struct VoxelModel {
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ivec4 minimum;
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ivec4 maximum;
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uint bitPackedData[modelSize*modelSize*modelSize/8];
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};
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struct TextureData {
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int textureIndices[6];
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uint absorption;
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float reflectivity;
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float fogDensity;
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uint fogColor;
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};
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layout(std430, binding = 0) buffer _animation
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{
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AnimationData animation[];
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};
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layout(std430, binding = 1) buffer _textureData
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{
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TextureData textureData[];
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};
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layout(std430, binding = 4) buffer _voxelModels
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{
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VoxelModel voxelModels[];
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};
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const float[6] normalVariations = float[6](
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1.0, //vec3(0, 1, 0),
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0.84, //vec3(0, -1, 0),
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0.92, //vec3(1, 0, 0),
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0.92, //vec3(-1, 0, 0),
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0.96, //vec3(0, 0, 1),
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0.88 //vec3(0, 0, -1)
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);
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const vec3[6] normals = vec3[6](
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vec3(0, 1, 0),
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vec3(0, -1, 0),
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vec3(1, 0, 0),
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vec3(-1, 0, 0),
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vec3(0, 0, 1),
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vec3(0, 0, -1)
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);
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int getVoxel(ivec3 voxelPos) {
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int voxelIndex = (voxelPos.x << 8) | (voxelPos.y << 4) | (voxelPos.z);
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int shift = 4*(voxelIndex & 7);
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int arrayIndex = voxelIndex >> 3;
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return (int(voxelModels[modelIndex].bitPackedData[arrayIndex])>>shift & 15) - 6;
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}
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struct RayMarchResult {
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bool hitAThing;
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int normal;
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int textureDir;
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ivec3 voxelPosition;
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};
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RayMarchResult rayMarching(vec3 startPosition, vec3 direction) { // TODO: Mipmapped voxel models. (or maybe just remove them when they are far enough away?)
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// Branchless implementation of "A Fast Voxel Traversal Algorithm for Ray Tracing" http://www.cse.yorku.ca/~amana/research/grid.pdf
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vec3 step = sign(direction);
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vec3 t1 = (floor(startPosition) - startPosition)/direction;
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vec3 tDelta = 1/direction;
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vec3 t2 = t1 + tDelta;
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tDelta = abs(tDelta);
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vec3 invTDelta = intBitsToFloat(floatBitsToInt(1.0) | modelSize)/tDelta;
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vec3 tMax = max(t1, t2) - tDelta;
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if(direction.x == 0) tMax.x = 1.0/0.0;
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if(direction.y == 0) tMax.y = 1.0/0.0;
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if(direction.z == 0) tMax.z = 1.0/0.0;
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ivec3 voxelPos = ivec3(floor(startPosition));
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ivec3 minPos = voxelModels[modelIndex].minimum.xyz;
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ivec3 maxPos = voxelModels[modelIndex].maximum.xyz;
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ivec3 compare = ivec3 (
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(direction.x < 0) ? minPos.x : -maxPos.x,
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(direction.y < 0) ? minPos.y : -maxPos.y,
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(direction.z < 0) ? minPos.z : -maxPos.z
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);
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ivec3 inversionMasks = ivec3 (
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(direction.x < 0) ? 0 : ~0,
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(direction.y < 0) ? 0 : ~0,
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(direction.z < 0) ? 0 : ~0
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);
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int lastNormal = faceNormal;
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int block = getVoxel(voxelPos);
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float total_tMax = 0;
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int size = 16;
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ivec3 sizeMask = ivec3(size - 1);
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int it = 0;
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while(block > 0 && it < 48) {
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it++;
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vec3 tNext = tMax + block*tDelta;
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total_tMax = min(tNext.x, min(tNext.y, tNext.z));
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vec3 missingSteps = floor((total_tMax - tMax)*invTDelta);
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voxelPos += ivec3(missingSteps*step);
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tMax += missingSteps*tDelta;
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/*
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Here I use a trick to avoid integer multiplication.
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The correct equation would be
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sign*pos > compare
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→ ((sign > 0) ? pos : -pos) > compare // Expanding the left hand side (sign != 0 for all practical purposes)
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→ ((sign > 0) ? pos : ~pos+1) > compare // 2's complement
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→ ((sign > 0) ? pos : ~pos) > compare2 // putting the +1 into the compare constant
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→ inversionMasks ^ pos > compare2 // xor can be used to conditionally invert a number
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*/
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if(any(lessThan(voxelPos^inversionMasks, compare)))
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return RayMarchResult(false, 0, 0, ivec3(0, 0, 0));
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block = getVoxel(voxelPos);
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}
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if(total_tMax != 0) {
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if(tMax.x > tMax.y) {
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if(tMax.x > tMax.z) {
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lastNormal = 2 + (1 + int(step.x))/2;
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} else {
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lastNormal = 4 + (1 + int(step.z))/2;
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}
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} else {
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if(tMax.y > tMax.z) {
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lastNormal = 0 + (1 + int(step.y))/2;
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} else {
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lastNormal = 4 + (1 + int(step.z))/2;
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}
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}
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}
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int textureDir = -block;
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if(textureDir == 6) textureDir = lastNormal;
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return RayMarchResult(true, lastNormal, textureDir, voxelPos);
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}
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ivec2 getTextureCoords(ivec3 voxelPosition, int textureDir) {
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switch(textureDir) {
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case 0:
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return ivec2(15 - voxelPosition.x, voxelPosition.z);
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case 1:
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return ivec2(voxelPosition.x, voxelPosition.z);
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case 2:
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return ivec2(15 - voxelPosition.z, voxelPosition.y);
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case 3:
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return ivec2(voxelPosition.z, voxelPosition.y);
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case 4:
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return ivec2(voxelPosition.x, voxelPosition.y);
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case 5:
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return ivec2(15 - voxelPosition.x, voxelPosition.y);
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}
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}
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float getLod(ivec3 voxelPosition, int normal, vec3 direction, float variance) {
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return max(0, min(4, log2(variance*length(direction)/abs(dot(vec3(normals[normal]), direction)))));
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}
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float perpendicularFwidth(vec3 direction) { // Estimates how big fwidth would be if the fragment normal was perpendicular to the light direction.
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vec3 variance = dFdx(direction);
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variance += direction;
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variance = variance*length(direction)/length(variance);
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variance -= direction;
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return 16*length(variance);
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}
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vec4 mipMapSample(sampler2DArray texture, ivec2 textureCoords, int textureIndex, float lod) { // TODO: anisotropic filtering?
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int lowerLod = int(floor(lod));
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int higherLod = lowerLod+1;
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float interpolation = lod - lowerLod;
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vec4 lower = texelFetch(texture, ivec3(textureCoords >> lowerLod, textureIndex), lowerLod);
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vec4 higher = texelFetch(texture, ivec3(textureCoords >> higherLod, textureIndex), higherLod);
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return higher*interpolation + (1 - interpolation)*lower;
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}
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float ditherThresholds[16] = float[16] (
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1/17.0, 9/17.0, 3/17.0, 11/17.0,
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13/17.0, 5/17.0, 15/17.0, 7/17.0,
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4/17.0, 12/17.0, 2/17.0, 10/17.0,
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16/17.0, 8/17.0, 14/17.0, 6/17.0
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);
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ivec2 random1to2(int v) {
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ivec4 fac = ivec4(11248723, 105436839, 45399083, 5412951);
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int seed = v.x*fac.x ^ fac.y;
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return seed*fac.zw;
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}
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uint random3to1u(ivec3 v) {
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v &= 15;
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ivec4 fac = ivec4(11248723, 105436839, 45399083, 5412951);
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int seed = v.x*fac.x ^ v.y*fac.y ^ v.z*fac.z;
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return uint(seed)*uint(fac.w);
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}
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bool passDitherTest(float alpha) {
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ivec2 screenPos = ivec2(gl_FragCoord.xy);
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screenPos += random1to2(ditherSeed);
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screenPos &= 3;
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return alpha > ditherThresholds[screenPos.x*4 + screenPos.y];
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}
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void main() {
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RayMarchResult result;
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float variance = perpendicularFwidth(direction);
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const float threshold = 1;
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const float interpolationRegion = 1.25;
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float interp = (variance - threshold)/threshold/(interpolationRegion - 1);
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if(!passDitherTest(interp)) {
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result = rayMarching(startPosition, direction);
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} else {
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result = RayMarchResult(true, faceNormal, faceNormal, ivec3(startPosition)); // At some point it doesn't make sense to even draw the model.
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}
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if(!result.hitAThing) discard;
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int textureIndex = textureData[blockType].textureIndices[result.textureDir];
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textureIndex = textureIndex + time / animation[textureIndex].time % animation[textureIndex].frames;
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float normalVariation = normalVariations[result.normal];
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float lod = getLod(result.voxelPosition, result.normal, direction, variance);
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ivec2 textureCoords = getTextureCoords(result.voxelPosition, result.textureDir);
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fragColor = mipMapSample(texture_sampler, textureCoords, textureIndex, lod)*vec4(ambientLight*normalVariation, 1);
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if(!passDitherTest(fragColor.a)) discard;
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fragColor.a = 1;
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fragColor.rgb += mipMapSample(emissionSampler, textureCoords, textureIndex, lod).rgb;
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// TODO: Update the depth.
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}
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