fix floodfill frame offset

This commit is contained in:
NULL511
2024-05-02 14:18:49 -04:00
parent f33b071152
commit 852d995db0
11 changed files with 40 additions and 53 deletions

View File

@ -1,8 +1,6 @@
struct LpvBlockData { // 12 x1280 =?
uint data; // 4
uint LightColor; // 4
uint LightRangeSize; // 4
// uint LightMetadata;
struct LpvBlockData { // 8 x1280 =?
uint MaskWeight; // 4
uint ColorRange; // 4
};
#ifdef RENDER_SETUP
@ -24,6 +22,5 @@ uint BuildBlockLpvData(uint mixMask, float mixWeight) {
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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@ -1,21 +1,12 @@
layout(rgba8) uniform image3D imgLpv1;
layout(rgba8) uniform image3D imgLpv2;
// How far light propagates (block, sky)
const vec2 LpvBlockSkyRange = vec2(15.0, 24.0);
const uint LpvSize = uint(exp2(LPV_SIZE));
const uvec3 LpvSize3 = uvec3(LpvSize);
const vec2 LpvBlockSkyRange = vec2(1.0, 24.0);
// #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
// #define LIGHT_NONE 0
vec3 GetLpvPosition(const in vec3 playerPos) {
vec3 cameraOffset = fract(cameraPosition);
return playerPos + cameraOffset + LpvSize3/2u;

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@ -9,22 +9,18 @@
vec4 SampleLpvNearest(const in ivec3 lpvPos) {
vec4 lpvSample = (frameCounter % 2) == 0
// #ifndef RENDER_GBUFFER
? imageLoad(imgLpv1, lpvPos)
: imageLoad(imgLpv2, lpvPos);
// #else
// ? imageLoad(imgLpv2, lpvPos, 0)
// : imageLoad(imgLpv1, lpvPos, 0);
// #endif
lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0;
//lpvSample.ba = exp2(lpvSample.ba * LpvBlockSkyRange) - 1.0;
lpvSample.b = (lpvSample.b*lpvSample.b) * LpvBlockSkyRange.x;
lpvSample.rgb = HsvToRgb(lpvSample.rgb);
return lpvSample;
}
vec4 SampleLpvLinear(const in vec3 lpvPos) {
vec3 pos = lpvPos - 0.5;
vec3 pos = lpvPos;// - 0.5;
ivec3 lpvCoord = ivec3(floor(pos));
vec3 lpvF = fract(pos);
@ -102,7 +98,7 @@ vec4 SampleLpvLinear(const in vec3 lpvPos) {
vec3 GetLpvBlockLight(const in vec4 lpvSample) {
// return GetLpvBlockLight(lpvSample, 1.0);
return 8.0 * lpvSample.rgb;// * LPV_BLOCKLIGHT_SCALE);// * DynamicLightBrightness;
return lpvSample.rgb;// * LPV_BLOCKLIGHT_SCALE);// * DynamicLightBrightness;
}
float GetLpvSkyLight(const in vec4 lpvSample) {

View File

@ -3,9 +3,11 @@ layout(r16ui) uniform uimage3D imgVoxelMask;
const uint VoxelSize = uint(exp2(LPV_SIZE));
const uvec3 VoxelSize3 = uvec3(VoxelSize);
const float voxelDistance = 64.0;
#define BLOCK_EMPTY 0
ivec3 GetVoxelIndex(const in vec3 playerPos) {
vec3 cameraOffset = fract(cameraPosition);
return ivec3(floor(playerPos + cameraOffset + VoxelSize3/2u));
return ivec3(floor(playerPos + cameraOffset) + VoxelSize3/2u);
}

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@ -4,9 +4,9 @@ uint GetVoxelBlock(const in ivec3 voxelPos) {
return imageLoad(imgVoxelMask, voxelPos).r;
}
uint GetVoxelBlock(const in vec3 playerPos) {
ivec3 voxelPos = GetVoxelIndex(playerPos);
// uint GetVoxelBlock(const in vec3 playerPos) {
// ivec3 voxelPos = GetVoxelIndex(playerPos);
// TODO: exit early if outside bounds
return imageLoad(imgVoxelMask, voxelPos).r;
}
// // TODO: exit early if outside bounds
// return imageLoad(imgVoxelMask, voxelPos).r;
// }

View File

@ -1,6 +1,6 @@
void SetVoxelBlock(const in vec3 playerPos, const in uint blockId) {
ivec3 voxelPos = GetVoxelIndex(playerPos);
if (clamp(voxelPos, ivec3(0), ivec3(VoxelSize-1u)) != voxelPos) return;
// TODO: exit early if outside bounds
imageStore(imgVoxelMask, voxelPos, uvec4(blockId));
}