Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
77 changes: 10 additions & 67 deletions src/graphics.zig
Original file line number Diff line number Diff line change
Expand Up @@ -2649,73 +2649,16 @@ pub fn generateBlockTexture(blockType: u16) Texture {
const oldViewMatrix = main.game.camera.viewMatrix;
main.game.camera.viewMatrix = Mat4f.identity().mul(Mat4f.rotationX(std.math.pi/4.0)).mul(Mat4f.rotationZ(1.0*std.math.pi/4.0));
defer main.game.camera.viewMatrix = oldViewMatrix;
const uniforms = if (block.transparent()) &main.renderer.chunk_meshing.transparentUniforms else &main.renderer.chunk_meshing.uniforms;

var faceData: main.ListUnmanaged(main.renderer.chunk_meshing.FaceData) = .{};
defer faceData.deinit(main.stackAllocator);
const model = main.blocks.meshes.model(block).model();
const pos: main.chunk.BlockPos = .fromCoords(1, 1, 1);
if (block.hasBackFace()) {
model.appendInternalQuadsToList(&faceData, main.stackAllocator, block, pos, true);
for (main.chunk.Neighbor.iterable) |neighbor| {
model.appendNeighborFacingQuadsToList(&faceData, main.stackAllocator, block, neighbor, pos, true);
}
}
model.appendInternalQuadsToList(&faceData, main.stackAllocator, block, pos, false);
for (main.chunk.Neighbor.iterable) |neighbor| {
model.appendNeighborFacingQuadsToList(&faceData, main.stackAllocator, block, neighbor, pos.neighbor(neighbor)[0], false);
}

for (faceData.items) |*face| {
face.position.lightIndex = 0;
}
var allocation: SubAllocation = .{.start = 0, .len = 0};
main.renderer.chunk_meshing.faceBuffers[0].uploadData(faceData.items, &allocation);
defer main.renderer.chunk_meshing.faceBuffers[0].free(allocation);
var lightAllocation: SubAllocation = .{.start = 0, .len = 0};
main.renderer.chunk_meshing.lightBuffers[0].uploadData(&.{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}, &lightAllocation);
defer main.renderer.chunk_meshing.lightBuffers[0].free(lightAllocation);

{
const i = 4; // Easily switch between the 8 diagonal coordinates.
var x: f64 = -65.5 + 1.5;
var y: f64 = -65.5 + 1.5;
var z: f64 = -92.631 + 1.5;
if (i & 1 != 0) x = -x + 3;
if (i & 2 != 0) y = -y + 3;
if (i & 4 != 0) z = -z + 3;
var chunkAllocation: SubAllocation = .{.start = 0, .len = 0};
main.renderer.chunk_meshing.chunkBuffer.uploadData(&.{.{
.position = .{0, 0, 0},
.min = undefined,
.max = undefined,
.voxelSize = 1,
.lightStart = lightAllocation.start,
.vertexStartOpaque = undefined,
.faceCountsByNormalOpaque = undefined,
.vertexStartTransparent = undefined,
.vertexCountTransparent = undefined,
.visibilityState = 0,
.oldVisibilityState = 0,
}}, &chunkAllocation);
defer main.renderer.chunk_meshing.chunkBuffer.free(chunkAllocation);
if (block.transparent()) {
c.glBlendEquation(c.GL_FUNC_ADD);
c.glBlendFunc(c.GL_ONE, c.GL_SRC1_COLOR);
main.renderer.chunk_meshing.bindTransparentShaderAndUniforms(projMatrix, .{1, 1, 1}, .{x, y, z});
} else {
main.renderer.chunk_meshing.bindShaderAndUniforms(projMatrix, .{1, 1, 1}, .{x, y, z});
}
c.glUniform1f(uniforms.contrast, 0.25);
c.glActiveTexture(c.GL_TEXTURE0);
main.blocks.meshes.blockTextureArray.bind();
c.glActiveTexture(c.GL_TEXTURE1);
main.blocks.meshes.emissionTextureArray.bind();
c.glActiveTexture(c.GL_TEXTURE2);
main.blocks.meshes.reflectivityAndAbsorptionTextureArray.bind();
block_texture.depthTexture.bindTo(5);
c.glDrawElementsInstancedBaseVertexBaseInstance(c.GL_TRIANGLES, @intCast(6*faceData.items.len), c.GL_UNSIGNED_INT, null, 1, allocation.start*4, chunkAllocation.start);
}

const i = 4; // Easily switch between the 8 diagonal coordinates.
var x: f64 = -65.5 + 0.5;
var y: f64 = -65.5 + 0.5;
var z: f64 = -92.631 + 0.5;
if (i & 1 != 0) x = -x + 1;
if (i & 2 != 0) y = -y + 1;
if (i & 4 != 0) z = -z + 1;

main.renderer.renderBlock(projMatrix, Mat4f.identity(), block, .{.uniform = 0xffffffff}, .{1, 1, 1}, .{x, y, z}, .transparent, 0.25);

c.glDisable(c.GL_CULL_FACE);
var finalFrameBuffer: FrameBuffer = undefined;
Expand Down
166 changes: 166 additions & 0 deletions src/renderer.zig
Original file line number Diff line number Diff line change
Expand Up @@ -54,6 +54,30 @@ var fakeReflectionUniforms: struct {
frequency: c_int,
reflectionMapSize: c_int,
} = undefined;
const BlockUniforms = struct {
projectionMatrix: c_int,
viewMatrix: c_int,
modelMatrix: c_int,
playerPositionInteger: c_int,
playerPositionFraction: c_int,
screenSize: c_int,
ambientLight: c_int,
contrast: c_int,
@"fog.color": c_int,
@"fog.density": c_int,
@"fog.fogLower": c_int,
@"fog.fogHigher": c_int,
reflectionMapSize: c_int,
lodDistance: c_int,
zNear: c_int,
zFar: c_int,
};

var blockUniforms: BlockUniforms = undefined;
var blockTransparentUniforms: BlockUniforms = undefined;

var blockPipeline: graphics.Pipeline = undefined;
var blockTransparentPipeline: graphics.Pipeline = undefined;

pub var activeFrameBuffer: c_uint = 0;

Expand All @@ -79,6 +103,31 @@ pub fn init() void {
.{.depthTest = false, .depthWrite = false},
.{.attachments = &.{.noBlending}},
);
blockPipeline = graphics.Pipeline.init(
"assets/cubyz/shaders/chunks/chunk_vertex.vert",
"assets/cubyz/shaders/chunks/chunk_fragment.frag",
"#define ENTITY",
&blockUniforms,
.{},
.{.depthTest = true, .depthWrite = true},
.{.attachments = &.{.noBlending}},
);
blockTransparentPipeline = graphics.Pipeline.init(
"assets/cubyz/shaders/chunks/chunk_vertex.vert",
"assets/cubyz/shaders/chunks/transparent_fragment.frag",
"#define ENTITY\n#define transparent\n",
&blockTransparentUniforms,
.{},
.{.depthTest = true, .depthWrite = false, .depthCompare = .lessOrEqual},
.{.attachments = &.{.{
.srcColorBlendFactor = .one,
.dstColorBlendFactor = .src1Color,
.colorBlendOp = .add,
.srcAlphaBlendFactor = .one,
.dstAlphaBlendFactor = .src1Alpha,
.alphaBlendOp = .add,
}}},
);
worldFrameBuffer.init(true, c.GL_NEAREST, c.GL_CLAMP_TO_EDGE);
worldFrameBuffer.updateSize(Window.width, Window.height, c.GL_RGB16F);
Bloom.init();
Expand All @@ -95,6 +144,8 @@ pub fn init() void {
pub fn deinit() void {
deferredRenderPassPipeline.deinit();
fakeReflectionPipeline.deinit();
blockPipeline.deinit();
blockTransparentPipeline.deinit();
worldFrameBuffer.deinit();
Bloom.deinit();
MeshSelection.deinit();
Expand Down Expand Up @@ -327,6 +378,121 @@ pub fn renderWorld(world: *World, ambientLight: Vec3f, skyColor: Vec3f, playerPo
gpu_performance_measuring.stopQuery();
}

pub fn renderBlock(projMatrix: Mat4f, modelMatrix: Mat4f, block: blocks.Block, lighting: union(enum) {
world: Vec3i,
uniform: u32,
}, ambientLight: Vec3f, playerPosition: Vec3d, transparencyMode: enum {
@"opaque",
transparent,
}, contrast: f32) void {
var faceData: main.ListUnmanaged(chunk_meshing.FaceData) = .{};
defer faceData.deinit(main.stackAllocator);
const model = main.blocks.meshes.model(block).model();
if (block.hasBackFace()) {
model.appendInternalQuadsToList(&faceData, main.stackAllocator, block, .fromCoords(1, 1, 1), true);
for (main.chunk.Neighbor.iterable) |neighbor| {
model.appendNeighborFacingQuadsToList(&faceData, main.stackAllocator, block, neighbor, .fromCoords(1, 1, 1), true);
}
}
model.appendInternalQuadsToList(&faceData, main.stackAllocator, block, .fromCoords(1, 1, 1), false);
for (main.chunk.Neighbor.iterable) |neighbor| {
model.appendNeighborFacingQuadsToList(&faceData, main.stackAllocator, block, neighbor, main.chunk.BlockPos.fromCoords(1, 1, 1).neighbor(neighbor)[0], false);
}
for (faceData.items, 0..) |*face, i| {
face.position.lightIndex = @intCast(i);
}

const lightData = main.stackAllocator.alloc(u32, faceData.items.len*4);
defer main.stackAllocator.free(lightData);

switch (lighting) {
.world => |lightPos| {
const mesh = mesh_storage.getMesh(main.chunk.ChunkPosition.initFromWorldPos(lightPos, 1)) orelse return;
for (faceData.items) |face| {
const quad = face.blockAndQuad.quadIndex.quadInfo();
const light: [4]u32 = chunk_meshing.PrimitiveMesh.getLightWithTransform(mesh, modelMatrix, -Vec3i{mesh.pos.wx, mesh.pos.wy, mesh.pos.wz}, blocks.meshes.textureIndex(block, quad.textureSlot), face.blockAndQuad.quadIndex);
lightData[face.position.lightIndex*4 ..][0..4].* = light;
}
},
.uniform => |light| {
@memset(lightData, light);
},
}

const transparent = block.transparent() and transparencyMode == .transparent;

renderFaces(projMatrix, modelMatrix, faceData.items, lightData, ambientLight, playerPosition, transparent, contrast);
}

fn renderFaces(projMatrix: Mat4f, modelMatrix: Mat4f, faceData: []chunk_meshing.FaceData, lightData: []u32, ambientLight: Vec3f, playerPosition: Vec3d, transparent: bool, contrast: f32) void {
var allocation: graphics.SubAllocation = .{.start = 0, .len = 0};
main.renderer.chunk_meshing.faceBuffers[0].uploadData(faceData, &allocation);
defer main.renderer.chunk_meshing.faceBuffers[0].free(allocation);
var lightAllocation: graphics.SubAllocation = .{.start = 0, .len = 0};
main.renderer.chunk_meshing.lightBuffers[0].uploadData(lightData, &lightAllocation);
defer main.renderer.chunk_meshing.lightBuffers[0].free(lightAllocation);

var chunkAllocation: graphics.SubAllocation = .{.start = 0, .len = 0};
main.renderer.chunk_meshing.chunkBuffer.uploadData(&.{.{
.position = .{0, 0, 0},
.min = undefined,
.max = undefined,
.voxelSize = 1,
.lightStart = lightAllocation.start,
.vertexStartOpaque = undefined,
.faceCountsByNormalOpaque = undefined,
.vertexStartTransparent = undefined,
.vertexCountTransparent = undefined,
.visibilityState = 0,
.oldVisibilityState = 0,
}}, &chunkAllocation);
defer main.renderer.chunk_meshing.chunkBuffer.free(chunkAllocation);

const uniforms = if (transparent) blockTransparentUniforms else blockUniforms;
if (transparent) {
blockTransparentPipeline.bind(null);

c.glUniform3fv(uniforms.@"fog.color", 1, @ptrCast(&game.fog.skyColor));
c.glUniform1f(uniforms.@"fog.density", game.fog.density);
c.glUniform1f(uniforms.@"fog.fogLower", game.fog.fogLower);
c.glUniform1f(uniforms.@"fog.fogHigher", game.fog.fogHigher);
} else {
blockPipeline.bind(null);
}

c.glUniformMatrix4fv(uniforms.projectionMatrix, 1, c.GL_TRUE, @ptrCast(&projMatrix));

c.glUniform1f(uniforms.reflectionMapSize, main.renderer.reflectionCubeMapSize);

c.glUniform1f(uniforms.contrast, contrast);

c.glUniform1f(uniforms.lodDistance, main.settings.@"lod0.5Distance");

c.glUniformMatrix4fv(uniforms.viewMatrix, 1, c.GL_TRUE, @ptrCast(&main.game.camera.viewMatrix));

c.glUniform3f(uniforms.ambientLight, ambientLight[0], ambientLight[1], ambientLight[2]);

c.glUniform1f(uniforms.zNear, main.renderer.zNear);
c.glUniform1f(uniforms.zFar, main.renderer.zFar);

const playerPos = playerPosition + Vec3d{1, 1, 1};
c.glUniform3i(uniforms.playerPositionInteger, @intFromFloat(@floor(playerPos[0])), @intFromFloat(@floor(playerPos[1])), @intFromFloat(@floor(playerPos[2])));
c.glUniform3f(uniforms.playerPositionFraction, @floatCast(@mod(playerPos[0], 1)), @floatCast(@mod(playerPos[1], 1)), @floatCast(@mod(playerPos[2], 1)));
c.glUniformMatrix4fv(uniforms.modelMatrix, 1, c.GL_TRUE, @ptrCast(&modelMatrix));

main.renderer.chunk_meshing.vao.bind();

main.renderer.chunk_meshing.faceBuffers[0].ssbo.bind(main.renderer.chunk_meshing.faceBuffers[0].binding);
main.renderer.chunk_meshing.lightBuffers[0].ssbo.bind(main.renderer.chunk_meshing.lightBuffers[0].binding);
c.glActiveTexture(c.GL_TEXTURE0);
main.blocks.meshes.blockTextureArray.bind();
c.glActiveTexture(c.GL_TEXTURE1);
main.blocks.meshes.emissionTextureArray.bind();
c.glActiveTexture(c.GL_TEXTURE2);
main.blocks.meshes.reflectivityAndAbsorptionTextureArray.bind();
c.glDrawElementsInstancedBaseVertexBaseInstance(c.GL_TRIANGLES, @intCast(6*faceData.len), c.GL_UNSIGNED_INT, null, 1, allocation.start*4, chunkAllocation.start);
}

const Bloom = struct { // MARK: Bloom
var buffer1: graphics.FrameBuffer = undefined;
var buffer2: graphics.FrameBuffer = undefined;
Expand Down
Loading