Cubyz/assets/cubyz/shaders/chunks/chunk_fragment.fs

219 lines
6.4 KiB
GLSL

#version 430
in vec3 mvVertexPos;
flat in int blockType;
flat in int faceNormal;
flat in int modelIndex;
// For raymarching:
in vec3 startPosition;
in vec3 direction;
uniform int time;
uniform vec3 ambientLight;
uniform sampler2DArray texture_sampler;
uniform sampler2DArray emissionSampler;
layout(location = 0) out vec4 fragColor;
struct Fog {
bool activ;
vec3 color;
float density;
};
struct AnimationData {
int frames;
int time;
};
#define modelSize 16
struct VoxelModel {
ivec4 minimum;
ivec4 maximum;
uint bitPackedData[modelSize*modelSize*modelSize/8];
};
layout(std430, binding = 0) buffer _animation
{
AnimationData animation[];
};
layout(std430, binding = 1) buffer _textureIndices
{
int textureIndices[][6];
};
layout(std430, binding = 4) buffer _voxelModels
{
VoxelModel voxelModels[];
};
const float[6] normalVariations = float[6](
1.0, //vec3(0, 1, 0),
0.84, //vec3(0, -1, 0),
0.92, //vec3(1, 0, 0),
0.92, //vec3(-1, 0, 0),
0.96, //vec3(0, 0, 1),
0.88 //vec3(0, 0, -1)
);
const vec3[6] normals = vec3[6](
vec3(0, 1, 0),
vec3(0, -1, 0),
vec3(1, 0, 0),
vec3(-1, 0, 0),
vec3(0, 0, 1),
vec3(0, 0, -1)
);
uniform Fog fog;
uniform Fog waterFog; // TODO: Select fog from texture
uniform bool renderedToItemTexture;
vec4 calcFog(vec3 pos, vec4 color, Fog fog) {
float distance = length(pos);
float fogFactor = 1.0/exp((distance*fog.density)*(distance*fog.density));
fogFactor = clamp(fogFactor, 0.0, 1.0);
vec4 resultColor = mix(vec4(fog.color, 1), color, fogFactor);
return resultColor;
}
int getVoxel(int voxelIndex) {
voxelIndex = (voxelIndex & 0xf) | (voxelIndex>>1 & 0xf0) | (voxelIndex>>2 & 0xf00);
int shift = 4*(voxelIndex & 7);
int arrayIndex = voxelIndex >> 3;
return (int(voxelModels[modelIndex].bitPackedData[arrayIndex])>>shift & 15) - 6;
}
struct RayMarchResult {
bool hitAThing;
int normal;
int textureDir;
ivec3 voxelPosition;
};
RayMarchResult rayMarching(vec3 startPosition, vec3 direction) { // TODO: Mipmapped voxel models. (or maybe just remove them when they are far enough away?)
// Branchless implementation of "A Fast Voxel Traversal Algorithm for Ray Tracing" http://www.cse.yorku.ca/~amana/research/grid.pdf
vec3 step = sign(direction);
vec3 stepInIndex = step*vec3(1 << 10, 1 << 5, 1);
int overflowMask = 1<<14 | 1<<9 | 1<<4;
vec3 t1 = (floor(startPosition) - startPosition)/direction;
vec3 tDelta = 1/direction;
vec3 t2 = t1 + tDelta;
tDelta = abs(tDelta);
vec3 invTDelta = intBitsToFloat(floatBitsToInt(1.0) | modelSize)/tDelta;
vec3 tMax = max(t1, t2) - tDelta;
if(direction.x == 0) tMax.x = 1.0/0.0;
if(direction.y == 0) tMax.y = 1.0/0.0;
if(direction.z == 0) tMax.z = 1.0/0.0;
ivec3 voxelPos = ivec3(floor(startPosition));
int voxelIndex = voxelPos.x<<10 | voxelPos.y<<5 | voxelPos.z; // Stores the position as 0b0xxxx0yyyy0zzzz
int lastNormal = faceNormal;
int block = getVoxel(voxelIndex);
float total_tMax = 0;
int size = 16;
ivec3 sizeMask = ivec3(size - 1);
int it = 0;
while(block > 0 && it < 48) {
it++;
vec3 tNext = tMax + block*tDelta;
total_tMax = min(tNext.x, min(tNext.y, tNext.z));
vec3 missingSteps = floor((total_tMax - tMax)*invTDelta);
voxelIndex += int(dot(missingSteps, stepInIndex));
tMax += missingSteps*tDelta;
if((voxelIndex & overflowMask) != 0)
return RayMarchResult(false, 0, 0, ivec3(0, 0, 0));
block = getVoxel(voxelIndex);
}
if(total_tMax != 0) {
if(tMax.x > tMax.y) {
if(tMax.x > tMax.z) {
lastNormal = 2 + (1 + int(step.x))/2;
} else {
lastNormal = 4 + (1 + int(step.z))/2;
}
} else {
if(tMax.y > tMax.z) {
lastNormal = 0 + (1 + int(step.y))/2;
} else {
lastNormal = 4 + (1 + int(step.z))/2;
}
}
}
voxelPos.x = voxelIndex>>10 & 15;
voxelPos.y = voxelIndex>>5 & 15;
voxelPos.z = voxelIndex & 15;
int textureDir = -block;
if(textureDir == 6) textureDir = lastNormal;
return RayMarchResult(true, lastNormal, textureDir, voxelPos);
}
ivec2 getTextureCoords(ivec3 voxelPosition, int textureDir) {
switch(textureDir) {
case 0:
return ivec2(15 - voxelPosition.x, voxelPosition.z);
case 1:
return ivec2(voxelPosition.x, voxelPosition.z);
case 2:
return ivec2(15 - voxelPosition.z, voxelPosition.y);
case 3:
return ivec2(voxelPosition.z, voxelPosition.y);
case 4:
return ivec2(voxelPosition.x, voxelPosition.y);
case 5:
return ivec2(15 - voxelPosition.x, voxelPosition.y);
}
}
float getLod(ivec3 voxelPosition, int normal, vec3 direction, float variance) {
return max(0, min(4, log2(variance*length(direction)/abs(dot(vec3(normals[normal]), direction)))));
}
float perpendicularFwidth(vec3 direction) { // Estimates how big fwidth would be if the fragment normal was perpendicular to the light direction.
vec3 variance = dFdx(direction);
variance += direction;
variance = variance*length(direction)/length(variance);
variance -= direction;
return 16*length(variance);
}
vec4 mipMapSample(sampler2DArray texture, ivec2 textureCoords, int textureIndex, float lod) { // TODO: anisotropic filtering?
int lowerLod = int(floor(lod));
int higherLod = lowerLod+1;
float interpolation = lod - lowerLod;
vec4 lower = texelFetch(texture, ivec3(textureCoords >> lowerLod, textureIndex), lowerLod);
vec4 higher = texelFetch(texture, ivec3(textureCoords >> higherLod, textureIndex), higherLod);
return higher*interpolation + (1 - interpolation)*lower;
}
void main() {
RayMarchResult result;
float variance = perpendicularFwidth(direction);
if(variance <= 4.0) {
result = rayMarching(startPosition, direction);
} else {
result = RayMarchResult(true, faceNormal, faceNormal, ivec3(startPosition)); // At some point it doesn't make sense to even draw the model.
}
if(!result.hitAThing) discard;
int textureIndex = textureIndices[blockType][result.textureDir];
textureIndex = textureIndex + time / animation[textureIndex].time % animation[textureIndex].frames;
float normalVariation = normalVariations[result.normal];
float lod = getLod(result.voxelPosition, result.normal, direction, variance);
ivec2 textureCoords = getTextureCoords(result.voxelPosition, result.textureDir);
fragColor = mipMapSample(texture_sampler, textureCoords, textureIndex, lod)*vec4(ambientLight*normalVariation, 1);
if (fragColor.a < 1) discard;
fragColor.rgb += mipMapSample(emissionSampler, textureCoords, textureIndex, lod).rgb;
if (fog.activ) {
fragColor = calcFog(mvVertexPos, fragColor, fog);
}
if(!renderedToItemTexture) {
fragColor.rgb /= 4;
}
// TODO: Update the depth.
}