migrate block data to image; hand-light initial

This commit is contained in:
NULL511
2024-05-06 15:12:52 -04:00
parent bfcf3e1805
commit a1cb96dd03
9 changed files with 955 additions and 919 deletions

View File

@ -1,15 +1,26 @@
#ifdef IS_LPV_ENABLED
vec3 GetHandLight(const in int itemId) {
if (itemId < 1000) {
// TODO: block lights
}
else {
// TODO: item lights
vec3 GetHandLight(const in int itemId, const in vec3 playerPos) {
vec3 lightFinal = vec3(0.0);
vec3 lightColor = vec3(0.0);
float lightRange = 0.0;
uvec2 blockData = texelFetch(texBlockData, itemId, 0).rg;
vec4 lightColorRange = unpackUnorm4x8(blockData.r);
lightColor = srgbToLinear(lightColorRange.rgb);
lightRange = lightColorRange.a * 255.0;
if (lightRange > 0.0) {
float lightDist = length(playerPos);
float falloff = pow(1.0 - lightDist / lightRange, 3.0);
lightFinal = lightColor * max(falloff, 0.0);
}
return lightFinal;
}
#endif
vec3 DoAmbientLightColor(
vec3 playerPos,
vec3 lpvPos,
vec3 SkyColor,
vec3 MinimumColor,
@ -45,10 +56,10 @@ vec3 DoAmbientLightColor(
TorchLight = mix(TorchLight,LpvTorchLight/5.0, LpvFadeF);
if (heldItemId > 0)
TorchLight += GetHandLight(heldItemId);
TorchLight += GetHandLight(heldItemId, playerPos);
if (heldItemId2 > 0)
TorchLight += GetHandLight(heldItemId2);
TorchLight += GetHandLight(heldItemId2, playerPos);
#endif
return IndirectLight + TorchLight * TorchBrightness_autoAdjust;

View File

@ -1,28 +1,12 @@
struct LpvBlockData { // 12 x2000 =?
uint MaskWeight; // 4
uint ColorRange; // 4
uint Tint; // 4
};
/*
lightColor 3*8=24
lightRange 8=8
tintColor 3*8=24
lightMask 6=8
*/
#ifdef RENDER_SETUP
layout(binding = 0) writeonly buffer lpvBlockData
layout(rg32ui) uniform writeonly uimage1D imgBlockData;
#else
layout(binding = 0) readonly buffer lpvBlockData
layout(rg32ui) uniform readonly uimage1D imgBlockData;
#endif
{
LpvBlockData LpvBlockMap[];
};
uint BuildBlockLpvData(uint mixMask, float mixWeight) {
uint data = uint(saturate(mixWeight) * 255.0);
data = data | (mixMask << 8);
return data;
}
void ParseBlockLpvData(const in uint data, out uint mixMask, out float mixWeight) {
mixWeight = (data & 0xFF) / 255.0;
mixMask = (data >> 8) & 0xFF;
}